Shaman A Homebrew conversion of the World of Warcraft Shaman class for D&D 5e

Shaman The sound of heavy footfalls fill the air in the stillness of battle as the orc rushes her. Pure elemental energy compiles together in an instant, forming in her hands. A bright flash and a boom, the lighting stirke leaves no traces of the orc behind. Communion, guidance, protection. All synonymous with the shaman who is guided by the spirits. Fortelling events protect them. Their restoration powers protect their friends. Everyone is safe while they are around. An unending bloodlust. Striking down their foes with ease using sheer primal might, while also calling on the elements. Primal shaman are not to be underestimated. Whether calling on the power of the elements or trading thier elemental control for sheer might and speed, shaman are to always be feared on the battlefield. The spirits that surround everything guide them along their path, whatever it may be. Power of the Elements Shaman revere the elements above all other, creating spells from the pure energy that fills the air. Many spend weeks at a time secluded in the wilds studying and practicing their control over the elements, harnessing their pure power. They do not worrying about the preservation of the wilds, as the druid do. They only care about their destructive forces. Spiritual Guidance Some shaman are not drawn as strongly to the power of the elements and seek a stronger connection to the spirits guide them. The spirits surround everything and everyone, only speaking to those whom they deem worthy. When this connection is made, the information and guidance they will give is invaluable, and will only scratch the surface of what they know. Totemic Roots Each shaman totem is a mastercrafted hand-carved piece of art. Shaman can infuse totems with elemental powers to be used in battle or use them to strengthen their ties with the spirits as altars.

The Shaman Level Proficiency Bonus Features Cantrips Known Min. Spell Level Mana 1st +2 One with Nature, Spellcasting, Totemic Might 3 1st 2 2nd +2 — 3 1st 3 3rd +2 Shamanistic Ascension 3 2nd 6 4th +2 Ability Score Improvement 4 2nd 8 5th +3 Shamanistic Ascension Feature 4 3rd 15 6th +3 Ghost Wolf 4 3rd 15 7th +3 Elemental Focus 4 4th 24 8th +3 Ability Score Improvement 4 4th 24 9th +4 — 4 5th 35 10th +4 Shamanistic Ascension Feature 5 5th 35 11th +4 Spirit Blessings 5 5th 41 12th +4 Ability Score Improvement 5 5th 41 13th +5 — 5 5th 48 14th +5 Shamanistic Ascension Feature 5 5th 48 15th +5 — 5 5th 56 16th +5 Ability Score Improvement 5 5th 56 17th +6 — 5 5th 65 18th +6 Timeless Body 5 5th 65 19th +6 Ability Score Improvement 5 5th 70 20th +6 Ankh 5 5th 70 Class Features As a shaman, you gain the following class features. Hit Points Hit Dice: 1d8 per shaman level

1d8 per shaman level Hit points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Consititution modifier per shaman level after 1st Proficiencies Saving Throws: Wisdom, Charisma

Wisdom, Charisma Armor: Light & Medium armor, Shields

Light & Medium armor, Shields Weapons: All simple weapons

All simple weapons Tools: Herbalism Kit, Alchemist's Supplies

Herbalism Kit, Alchemist's Supplies Skills: Choose two from Stealth, Arcana, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted to you by your background: (a) a quarterstaff or (b) a club and a shield

(a) a chain shirt or (b) studded leather

(a) a scholar's pack or (b) an explorer's pack

a component pouch

a small intricately hand-carved wooden totem One With Nature Shaman are so in-tune with their natural surroundings that they obtain guidance from the spirits around them even when they are unfamiliar with the region. When in naturally formed areas the shaman gains the following benefits: When you forage, you find twice as much as you normally would

You can move stealthily at a normal pace

You are aware of recent events in the region, like storms, landslides, etc.

Spellcasting Drawing on the presence of spirits and the pure elemental energy that surrounds you, you can cast spells to shape that energy to your will. Shaman may only cast spells at a maximum of 5th level, except for those granted through the Spirit Blessings trait. See chapter 10 in the PHB for the general rules of spellcasting and the end of this Homebrew for the shaman spell list. Mana Shaman use mana as their spell casting resouce. Shaman have a limited pool of mana they can draw upon each day to cast their spells, much like spell slots. The more powerful the spell they cast, the more mana it uses. The Shaman table shows how much mana you gain per level, as well as the lowest level you are able to cast spells. To cast one of your shaman spells of 1st level or higher, you must expend mana equal to the spell level. You regain all of your mana when you finish a long rest. Additionally, when you critcally hit with a spell attack role, the mana spent to cast the spell is instantly refunded to you. For example, when you are 5th level, you have 16 mana. If you want to cast the 1st level spell Thunderwave, you must must spend 3 mana and cast it as a 3rd level spell. Mana Cost for spells equals the spell's level. Cantrips At 1st level, you know three cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Preparing and Casting Spells You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you can cast. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your devotion and attunement to nature and the spirits around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You may cast shaman spells as a ritual if the spell has the ritual tag and it is prepared. Spell Casting Focus You can use a small handcarved totem or a component pouch as a spell casting focus for your shaman spells. Totemic Might Beginning at 1st level, Shaman have mastered their ability to infuse totems with arcane and natural powers. You gain the ability to cast the following 1st level spells: Earthbind Totem

Flametongue Totem

Totem of Tranquil Mind

Grace of Air Totem Ghost Wolf Beginning at 6th level, you may now take the shape of a Ghost Wolf. To do so, you must meditate for 1 minute in concentration on your transformation. Ghost Wolf form does not change your stats, but if you receive any damage at all while in this form you revert back. You may also meditate for 1 minute to revert back. You cannot speak common, but you can still understand it while in this form. While in this form you may add your Wisdom modifier to stealth checks, moving stealthily does not slow you down while in this form, and your movement speed is 40 ft. You also gain advantage on perception checks that rely on hearing and smelling. Elemental Focus Beginning at 7th Level, Shaman have learned how to shape their destructive elemental powers into renewing energies. After landing a spell attack, your next targeted healing spell restores additional 1d4 hit points. Spirit Blessings At 11th level, the spirits bestow upon you a magical blessing. Choose one 6th-level spell from the shaman spell list as this blessing. You can cast your blessing spell once and they consume mana as normal. You must finish a long rest before you can do so again. At higher levels, you gain more shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Spirit Blessings when you finish a long rest. Primal Shaman benefit differently from Spirit Blessings. See the Primal Shaman Ascension path for more information.

Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 5 years that pass, your body ages only 1 year. Ankh Beginning at 20th level, shaman's connection to the spirits that empower them has become so strong that the spirits now choose to preserve the life of the shaman. Once per week, the shaman may spend 8 hours in meditation, comuning with the spirits, to preserve their life energies in an ankh or totem. Doing so will allow the spirits to restore the life energies of the shaman back into their body if they fall in battle. Triggering this will have the same effect as if the shaman were subject to the True Resurrection spell the moment their spirit escaped from them. A shaman may not benefit from this more than once per week. Shamanistic Ascensions Beginning at 3rd level, it is now time for the shaman to choose the path they shall walk to strengthen their connection with the spirits and elements. Elemental Among Shaman, those whom call themselves Elemental are those who chose the powers of Storms and Lightnings to strike their enemies down. Like other Shaman they also have powerful spells attuned to the waters, to the earth and to the flames to aid them in their fights. Shaman can also bind elementals to their will, using them against their enemies for short periods of time. Bonus Cantrip When you choose this Ascension path at 3rd level, you learn one additional shaman cantrip of your choice. This does not count against your number of cantrips known. Wrath of Air Starting at 3rd level, your elemental power has grown to heights you never thought possible. Your Elemental Blast now deals additional damage equal to your Wisdom Modifier. Elemental Spells Shaman Level Spells 1st Earth, Flame, Frost Shock 3rd Thunderstorm 5th Earthquake Totem 7th Lava Burst 9th Liquid Magma Totem Trial by Fire Beginning at 5th level, you have discovered how to unleash the true power of the elements upon your foes. When rolling a spell attack roll, on a result of a 19, roll one additional damage die when rolling damage for the spell. Grounded Through rigorous training, you have bolstered your resolve when concetrating on spells. At 10th level, you now also add your Wisdom modifier to your roll when making concentration checks. Storms Fury Beginning at 14th level, shaman have become one with the elements. You may cast the Absorb Elements spell once per day without spending mana. When you reduce the damage of an incoming spell with this feature, you gain Static Charges equal to the level of the absorbed spell. While you have Static Charges stored, electricity arcs across your body as pure energy is stored within. Static Charges: you may expend your stored static charges as a bonus action after casting a spell which requires a spell attack roll. When you expend your Static Charges, you deal 1d6 extra lightning damage per charge expended. You do not have to expend every charge stored. Static Charges dissipate after you finish a long rest.

Spiritual Spiritual Shaman strengthen their conncetions with the spirits for guidance and protection. Everyone is safe in their pressence. Spiritual Spells Shaman Level Spells 1st Healing Word 3rd Riptide 5th Chain Heal 7th Healing Rain 9th Spirit Link Totem 11th Heal 13th Regenerate 15th Holy Aura 17th Mass Heal Watchful Eyes Starting at 3rd level, when you take this Ascension path, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore health to a creature, the creature regains additional hit points equal to 2 + the spell's level. Spare the Dying When you choose this Ascension path at 3rd level, you learn the Spare the Dying cantrip. This does not count against your number of cantrips known. If you already know the Spare the Dying cantrip, choose a new one from the Shaman spell list. Far Sight Starting at 5th level, during your spiritual communions, the spirits foreshadow events in your near future. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Tranquility Beginning at 10th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Resurgence Starting at 14th level, shaman have learned how to sacrifice their life force to uplift their allies. When casting a targeted healing spell at an ally who is below half of their maximum hit points (rounded down), the shaman may spend up to three of their own hit dice and add them to the amount healed. You now also regain ALL hit dice at the end of a long rest.

Primal Primal Shaman rely on their physical prowess granted to them by the spirits that surround them to overcome their enemies. These Shaman have been stripped of most of their magical control over the elements to be granted the ability to over-power their opponent in melee combat. Primal Shamans rely on their quick footwork and savage attacks using dual weapons to overcome whatever is thrown before them. Primal Magic At 3rd level, when you choose this Ascension path, the spirits strip you of your control over the natural and elemental magics to enhance your primal being. You lose the ability to cast spells from the shaman spell list, except for cantrips. But you retain the ability to cast the spells granted by Totemic Might. Your new Primal spells that you have the ability to cast are shown below, as well as your new Primal Ascension Spell Progression table. Through Primal Magic, on your turn, you may use a bonus action to spend mana and heal yourself for 1d8 per mana spent, up to a maximum of 6d8 in one use. Primal Spells 1st Level Absorb Elements

Lightning Shield

Rockbiter Weapon

Ensnaring Strike

Hex

Searing Strike

Thunderous Strike

Wrathful Strike 2nd level Branding Strike

Flame Blade

Magic Weapon

Misty Step

Warding Wind 3rd Level Blink

Call Lightning

Elemental Weapon

Haste

Protection from Energy

Spirit Guardians 4th Level Conjure Minor Elementals

Elemental Bane

Fire Shield

Freedom of Movement

Staggering Strike 5th Level Banishing Strike

Conjure Elemental

Destructive Wave Primal Ascension Spell Progression Level Cantrips Known Min. Spell Level Mana 3rd 3 1st 3 4th 4 1st 3 5th 4 2nd 6 6th 4 2nd 8 7th 4 2nd 8 8th 4 2nd 8 9th 4 3rd 12 10th 5 3rd 12 11th 5 3rd 12 12th 5 3rd 12 13th 5 4th 16 14th 5 4th 16 15th 5 4th 20 16th 5 4th 20 17th 5 5th 25 18th 5 5th 25 19th 5 5th 30 20th 5 5th 30 Improved Critical When you choose this Ascension path at 3rd level, your weapon attacks deal critical strikes on a roll of 19 or 20. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Windfury Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Ethereal Shift Starting at 10th level, you have gained the ability to shift part of your physicality into the Ethereal Plane, partially protecting your material body from harm. On your turn, as an action you can partially shift into the Ethereal Plane and gain resistance to all forms of damage, magical and non-magical, excluding psychic damage for 1 minute. While shifted, your physical body on the material plane is stil visible, but partially see-through. You may still interact with objects and creature as normal. You may not use this ability again until you finish a long rest. Spirit Blessings: Enhanced Windfury Beginning at 11th level, Primal Shaman have been graced by the Spirits of Wind. Whenever you roll a critical hit on an attack roll, you may attack an additional time with your Attack action this turn. There is no limit to the number of times that you may benefit from this effect in one turn. Elemental Infusion Starting at 14th level, the shaman has learned how to infuse their weapons with elemental power. On a short or long rest, you may choose a different element for each weapon you enhance. You may imbue a number of weapons equal to your Wisdom modifier, and only you may activate the elemental power stored in them in battle. Enhancing a weapon in this way will cause the weapon to deal 1d6 extra damage in the form of the chosen element on each attack. You may change the element on a short or long rest.

Shaman Spell List Cantrips Control Flames

Druid Craft

Elemental Blast

Guidance

Gust

Magic Stone

Mending

Mold Earth

Poison Spray

Produce Flame

Resistance

Shape Water

Thunderclap 1st Level Absorb Elements

Bane

Create or Destroy Water

Cure Wounds

Earth Tremor

Faerie Fire

False Life

Fog Cloud

Goodberry

Hellish Rebuke

Ray of Sickness

Thunderwave 2nd Level Aganazzar’s Scorcher

Barkskin

Darkness

Darkvision

Dust Devil

Flame Blade

Flaming Sphere

Heat Metal

Lesser Restoration

Locate Animals or Plants

Melf’s Acid Arrow

Misty Step

Pass Without Trace

Protection from Poison

Ray of Enfeeblement

Scorching Ray

See Inivisibility

Shatter

Skywrite

Spider Climb

Spike Growth

Warding Wind 3rd Level Bestow Curse

Blink

Call Lightning

Clairvoyance

Create Food and Water

Daylight

Elemental Weapon

Erupting Earth

Fear

Fireball

Gaseous Form

Lightning Bolt

Melf’s Minute Meteors

Plant Growth

Protection from Energy

Remove Curse

Revivify

Slow

Speak with Dead

Spirit Guardians

Stinking Cloud

Wall of Sand

Wall of Water

Water Breathing

Water Walk

Wind Wall 4th Level Blight

Conjure Minor Elementals

Control Water

Elemental Bane

Fire Shield

Hallucinatory Terrain

Ice Storm

Polymorph

Stone Shape

Stoneskin

Vitriolic Sphere 5th Level Antilife Shell

Awaken

Commune with Nature

Cone of Cold

Conjure Elemental

Contact other Plane

Contagion

Control Winds

Flamestrike

Greater Restoration

Immolation

Insect Plague

Maelstrom

Planar Binding

Raise Dead

Reincarnate

Scrying

Transmute Rock

Wall of Stone 6th Level Bones of the Earth

Chain Lightning

Conjure Fey

Eyebite

Flesh to Stone

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Move Earth

Planar Ally

Transport via Plants

True Seeing

Wall of Ice

Wall of Thorns

Wind Walk 7th Level Delayed Blast Fireball

Etherealness

Fire Storm

Plane Shift

Prismatic Spray

Resurrection

Whirlwind 8th Level Animal Shapes

Bloodlust

Control Weather

Demiplane

Earthquake

Feeblemind

Incendiary Cloud

Tsunami 9th Level Astral Projection

Foresight

Shapechange

Storm of Vengeance

True Resurrection

Homebrew Shaman Spells Bloodlust 8th-level transmutation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: 1 minute You empower your allies around you. Any number of creatures that you choose are under the effects of the Haste spell for the duration. When the effect falls, the targeted allies do not fall lethargic as per the Haste spell. Chain Heal 3rd-level evocation Casting Time: 1 action

1 action Range: 60 feet (30 feet per additional target)

60 feet (30 feet per additional target) Components: V, S

V, S Duration: Instantaneous You weave powerful healing energies that can chain and restore life from one ally to the next. Target a friendly creature within range, the spell then bounces to the next closest friendly creature, and then again to the next (not hitting the same creature twice, maximum 3 targets healed). All targets hit by the spell recovers hit points equal to 2d6 + your spell casting ability modifier. Casting this spell at a higher level: For every level that you cast this spell above first increases the amount of hit points regained by an additional 1d6 (3d6 at 4th level, 4d6 at 5th level, etc.). Earth Shock 1st-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You shock a creature with pure lightning energy. Make a ranged spell attack, on a hit, the target creature takes 3d8 lightning damage. Casting this spell at a higher level: For every level above first that you cast this spell it increases the damage by 1d8. (4d8 at 2nd, 5d8 at 3rd, etc.). Earthbind Totem 1st-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: 1 minute You summon a stone totem at a location within range. The totem has 1 Hit Point and an AC of 10 and is not affected by are of effect abilities or attacks. Grasping weeds and vines sprout from the ground in a 20-foot radius around the totem. For the duration, the totem turns the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature entering the are of the totem while it is in effect must succeed on a dexterity saving throw to dodge the vines as they grasp at them. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Casting this spell at a higher level: For every two levels above 1st level that you cast this spell, the radius of the effect increases by 5-feet. (25-feet at 3rd, 30-feet at 5th, etc.). Earthquake Totem 3rd-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: 1 minute You summon a stone totem that falls from the sky. The totem has 1 Hit Point and an AC of 10 and is not affected by are of effect abilities or attacks. The totem lands with such force that it creates a small localized constant earthquake in a 20-foot radius as the totem continues creating the seismic activity. Creatures in the totems area of effect when the totem is dropped take 2d10 bludgeoning damage and must make a Strength or Dexterity saving throw (creatures choice) or be knocked prone. On a successful save the creature take half damage and is not knocked prone. If a creature enters or begins their turn in the area of effect they must make the same saving throw or be knocked prone and take 2d6 bludgeoning damage. On a successful save they take half as much and are not knocked prone. The are of the totem is considered difficult terrain. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Casting this spell at a higher level: For every two levels above 3rd level that you cast this spell, the damage increases by 1d10. (3d10 at 5th, 4d10 at 7th, etc.)

Elemental Blast Cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You pull pure elemental engery from the air in an instant, coalescing in a chromatic colored orb with raw energy slowly dripping from it. Make a ranged spell attack role at a creature within range. On a hit, roll a d4 to see what form of elemental damage the attack takes. The target of the spell takes 1d10 damage of the resulting damage type. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Variant Rule: if you do not want to roll the d4 every time you cast this spell, roll a d4 at the end of a long rest and use the resulting damage type for all casts of this spell until you finish your next long rest. Elemental Blast Damage Type d4 Damage type 1 Acid 2 Cold 3 Fire 4 Lightning Flame Shock 1st-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: 1 minute You engulf a target creature within range in fire. Make a ranged spell attack, on a hit, the target takes 4d4 fire damage. On a miss, the spell explodes and damages the target for half as much. The target continues to burn through the end of its next turn for half the amount of the initial damage. Casting this spell at a higher level: For every level above 1st level that you cast this spell, the damage of Flame Shock increases by 1d4. (5d4 at 2nd, 6d4 at 3rd, etc.). Flametongue Totem 1st-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: 1 minute You summon a fiery totem at a location within range. The totem has 1 Hit Point and an AC of 10 and is not affected by are of effect abilities or attacks. On your turn, as a bonus action, you can command the totem to shoot a firebolt and make a ranged spell attack at a creature within 60ft of the totem. Use your spell attack modifier for the attack. On a hit, the target takes 1d10 fire damage. Casting this spell at a higher level: For every two levels above 1st level that you cast this spell, the damage of the fire bolt increases by 1d10. (2d10 at 3rd, 3d10 at 5th, etc.) Frost Shock 1st-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You chill a target creature within range. Make a ranged spell attack, on a hit, the target takes 2d10 cold damage and its movement speed is halved until the end of their next turn. Casting this spell at a higher level: For every level above first that you cast this spell it increases the initial damage by 1d10 (3d10 at 2nd, 4d10 at 3rd, etc.). Grace of Air Totem 1st-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: 1 minute You summon a totem that resembles a small tornado at a location within range. The totem has 1 Hit Point and an AC of 10 and is not affected by are of effect abilities or attacks. The totem whips the wind behind allies and pushes them along. All friendly creatures within a 30-foot radius of the totem have their movement speed doubled while in the area of the totems effect. Casting this totem at a higher level: For every level above first that you cast this spell it increases the radius of the totems effect by 5 feet. Healing Rain 4th-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: Concentration, Up to 1 minute A 10-foot-radius blue-mist cloud condenses above the target area within range. The cloud spreads around corners. It lasts for the Duration or until strong winds disperses the cloud, ending the spell. The cloud releases rejuvinating rainfall on friendly creatures who enter the area under the cloud. When a friendly creature enters the spell's area for the first time on a turn or starts its turn there, that creature regains hitpoins equal to 2d4 + your spellcasting ability modifier. The cloud moves 10 feet away from you at the start of each of your turns, rolling through the air.

Lava Burst 4th-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You hurl molten lava at a creature withing range. Make a ranged spell attack, on a hit, the target takes 5d10 fire damage. Lava Burst is always a critical hit if the target is currently burning from your flame shock, this does not activate mana regeneration from rolling a critical strike. Casting this spell at a higher level: For every level above 4th that you cast this spell it increases the damage by 1d10 (6d10 at 5th, 7d10 at 6th, etc.) Lightning Shield 1st-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour A protective magical force surrounds you, manifesting as an orbiting ball of lightning. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage. Casting this spell at a higher level: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot level above 1st.** Liquid Magma Totem 5th-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (small hand-carved totem)

V, M, S (small hand-carved totem) Duration: 1 minute You summon a fiery totem. The totem has 1 Hit Point and an AC of 10 and is not affected by area of effect abilities or attacks. On your turn, as a bonus action, you can command the totem to shoot a ball of liquid magma that deals splash damage in a 5-foot radius. Creatures in the area must make a dexterity saving throw, on a failed save they take 8d6 fire damage, half as must on a successful one. Casting this spell at a higher level: For every level above 5th that you cast this spell it increases the damage by an additional 1d6 (9d6 at 6th, 10d6 at 7th, etc.). Riptide 2nd-level evocation Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous Your command over the waters allows you to soothe a creature within range. The target restore hit points equal to 1d4 + your spellcasting ability modifier. The target also is protected by the waters and gains temporary hit points equal to the amount healed. (not including Watchful Eyes). Casting this spell at a higher level: For every level that you cast this spell above 2nd increases the amount healed by an additional 1d4. (2d4 at 3rd, 3d4 at 4th, etc.). Spirit Link Totem 5th-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (small hand-carved totem)

V, S, M (small hand-carved totem) Duration: 1 minute You summon a tall intricate totem with a level representing each ally in the area. The totem has 1 Hit Point and an AC of 10 and is not affected by area of effect abilities or attacks. Every ally in a 30-foot radius around the totem is spiritually linked together. All damage and healing received by any of the allies within the area is split amongst everyone currently effect. If a friendly creature chooses to leave the area, they no longer split the damage, but if they re-enter the area while it is still active, then their soul is linked once more. For example, if 5 creatures are currently effected and all 5 are targeted by a fireball, which rolls and deals 25 damage. If none of the targets save, then they would still take 25 damage each like normal, but if 2 targets save (reducing their damage taken to 12) and 3 fail, the new total damage taken by the 5 is 99, split amonst the 5, rounded up (99 / 5 = 19.8 => 20 damage each.) The damage would also be split amonst party members who are currently affected by the totem who did not take any damage as a result of Evasion. All healing and damage received is rounded up.