Elemental Shaman (5e Class)
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- 1 Elemental Shaman
- 1.1 Channelers of Planar Power
- 1.2 Heeding the Call
- 1.3 Creating an Elemental Shaman
- 1.4 Class Features
- 1.4.1 Table: The Elemental Shaman
- 1.4.2 Totem Elementals
- 1.4.3 Elemental Sense
- 1.4.4 Spellcasting
- 1.4.5 Elemental Shield
- 1.4.6 Elemental Life-force
- 1.4.7 Planar Craft
- 1.4.8 Rebuke the Elements
- 1.4.9 Ability Score Increase
- 1.4.10 Restore the Elements
- 1.4.11 Totemic Resurgence
- 1.4.12 Banish the Elements
- 1.4.13 Elemental Avatar
- 1.5 Mundunugu (Craft)
- 1.6 Elemental Warrior (Craft)
- 1.7 Totemic Shepherd (Craft)
- 1.8 Elemental Shaman Spell List
- 1.9 Multiclassing
A dozen goblins surround a half-orc covered in furs, their cruel grins anticipating an easy kill. In an instant, the half-orc is surrounded by globes of lighting and his warhammer pulses with raw elemental fire. He sets a martial stance and beckons the green tide to dare challenge the elements themselves.
An elderly human stands amidst his tribe’s warriors, their wounds fresh from conflict. He closes his eyes and concentrates deeply. The wind kicks up dust from the ground while an icy-hot sensation washes over the wounded. Cuts sear closed, bone regrows, and blood runs anew as the primordial makeup of life is restored.
His eyes narrow against the setting sun, casting shadows on his little flock. Four wooden totems line the entrance to his cavern home; one is searing hot, another bone-chilling, a third surrounded by whirling currents, and the last sending beads of water all around it. They stand as elemental spirit guardians against unnatural forces who would besiege his home, each drawing power from their home plane to fuel their magic.
However they choose to manifest it, Elemental Shaman are united in their worship and control of the pure elements. They draw power from the elemental planes themselves as a cleric might draw power from their deity. The reverence they give to nature is not like a druid’s, who claim no mastery over it, but rather like a smith sees the iron as something to be tempered into a useful tool or weapon, to bend it to his or her will while still respecting the power it has. They revere the planes’ aspects themselves, not necessarily the deities or denizens within, though they often form kindred bonds with raw elemental spirits.
Channelers of Planar Power
A shaman’s connection to the elemental planes serves as both the fuel for his power and acknowledgement of the primordial forces that make up the world. To an elemental shaman, all things are connected to the elements; the power to create, destroy, heal, and harm can be gleaned from studying these four fundamental building blocks of nature. They channel raw planar power to suffuse themselves, their weapons, and extend the influence of those elements into objects called totems that act as both physical casings for spirits of the elemental planes here on the material plane as well as worshiping tools to better give reverence to the forces that create and shape our world.
Most elemental shaman do not seek to favor one element in lieu of the others, but recognize that it requires all four in tandem to understand nature’s plan. Though they may lean on a certain element heavily during specific tasks, eventually all the elements are given their proper respect by a master elemental shaman.
Heeding the Call
Many elemental shaman act as tribal leaders for savage communities, attuning themselves to the will of the primordial powers to guide their people, possibly leaving their tribe to stop some far reaching threat to their way of life. Others go forth into the wider world to seek out focal points of elemental power in the material plane. Such a shaman might consider searching for such locations as a self imposed pilgrimage of sorts, while others simply want to bolster their already formidable abilities.
Whatever their reason for adventuring, elemental shaman can bring a lot of utility to groups of individuals whose paths or goals align with theirs. Those few shaman who specialize in the more martial aspects of war can modestly fill the slot of a front line warrior while still maintaining a sizable assortment of boons to their fellows. Shaman might act healers in lieu of a cleric or druid, and those who keep a close vigil over their totems can manipulate the battlefield favorably for their allies.
Creating an Elemental Shaman
When creating an elemental shaman, consider how the elements affect your personality. Although elemental shaman have resonance with all four primary elements, some tend to outwardly display aspects of one over the others. Those leaning towards fire might be impatient, temperamental, or full of energy in everything they do. Water leaning shaman are adaptable, chaotic, and tend to go with the flow. Those who favor earth are typically lawful, stalwart, and stubborn. Shaman who favor air are aloof, distant, and typically the most neutral in arbitrations. Think about your bond with your totems and how they represent the elemental planes from which you gain your power. Are they simply tools to you for channelling raw planar power, or are they sacred and worthy of reverence? Do they act as representations of a favored element or do you use them to keep a favored element in check? Do they have effigies of beings from the plane they represent? How a shaman perceives their connection to the elemental planes should be reflected in the totems they summon forth.
- Quick Build
You can make a Elemental Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. If you intend to engage in melee combat regularly, make Strength your second highest ability score instead. Second, choose the Hermit or Outlander background.
As a Elemental Shaman you gain the following class features.
- Hit Points
Armor: Light Armor, medium Armor, shields
Weapons: Simple melee weapons, warhammers, nets
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A warhammer or (b) Any simple melee weapon
- (a) A shield or (b) Any simple melee weapon
- (a) scale mail or (b) leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
|Features||Totems Known||Elemental Die||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Primordial Tongue, Totem Elementals, Elemental Sense||2||1d4||—||—||—||—||—||—|
|2nd||+2||Spellcasting, Elemental Life-Force, Elemental Shield||3||1d4||1||2||—||—||—||—|
|3rd||+2||Planar Craft, Rebuke the Elements||3||1d4||1||3||—||—||—||—|
|4th||+2||Ability Score Improvement, Extra Totem||4||1d6||1||3||—||—||—||—|
|5th||+3||Elemental Shield Upgrade||4||1d6||2||4||2||—||—||—|
|6th||+3||Restore the Elements||5||1d6||2||4||2||—||—||—|
|7th||+3||Craft Trait, Extra Totem||5||1d8||2||4||3||—||—||—|
|8th||+3||Ability Score Improvement||6||1d8||3||4||3||—||—||—|
|9th||+4||Elemental Shield upgrade||6||1d8||3||4||3||2||—||—|
|11th||+4||Craft Trait, Extra Totem||7||1d10||4||4||3||3||—||—|
|12th||+4||Ability Score Improvement||8||1d10||4||4||3||3||—||—|
|14th||+5||Banish the Elements||9||1d12||4||4||3||3||1||—|
|16th||+5||Ability Score Improvement||10||1d12||4||4||3||3||2||—|
|19th||+6||Ability Score Improvement||11||1d20||4||4||3||3||3||2|
An elemental shaman channels the spirits of primordial elemental beings into the material planes by summoning a totem elemental. These small, immobile beings act as conduits to the inner planes, bringing forth particular aspects of the plane from which they hail.
At first level, you know how to summon two totems from the list below. You can learn an additional totem at 2nd level and then an additional totem every other level as shown in the totems known column of the elemental shaman table.
As an action, a totem is summoned to an empty space the shaman can see within 60 feet for 1 minute.
You can only have 1 totem active at a time at 1st level. At 4th level, you can have 2 different totem types active at a time. At 7th level, you can have 3 different totem types active at a time. At 11th level, you can have 4 different totem types active. Totem types are separated by element: fire, water, earth, air. If you use this feature to summon a totem that has already been summoned by you, or another of the same type of totem, the former totem disappears.
When a totem's hit points are reduced to 0, or if you move 120 feet away from it, the totem is destroyed.
You can use this feature to summon totems a number of times equal to 2 + your Wisdom modifier. You gain all these uses back after a long rest.
|TOTEM ELEMENTAL, Small elemental (totem), unaligned|
Armor Class 10 + Summoner's Wisdom Modifier
STR 6 (-2), DEX 10 (+0), CON 10 (+0), INT 4 (-3), WIS 10 (+0), CHA 6 (-2)
Condition Immunities Frightened, poisoned, prone
Elemental Object. A totem's speed cannot be increased by any means.
Totem of Scorching: As an action, this totem has an attack based on your spell attack modifier that deals your elemental die in fire damage at 20/40 ft range. It activates at same initiative step as you do.
Totem of Flameblade: All friendly creatures within a 10-foot radius of this totem may choose to deal additional fire damage equal to your wisdom modifier with melee attacks.
Chillward Totem: All friendly creatures within a 10-foot radius of this totem have resistance to cold.
Totem of Life-Stream: As an action, this totem heals a creature of your choosing within 10 feet of this totem for a number of hit points equal to your elemental die at the end of your turn.
Totem of Cleansing: All friendly creatures within a 10-foot radius of this totem have advantage on checks against poison and disease.
Heatward Totem: All friendly creatures within a 10-foot radius of this totem have resistance to fire.
Totem of Rumbling: Terrain within a 10 foot radius of this totem is treated as difficult terrain.
Stoneward Totem: All friendly creatures within a 10-foot radius of this totem have resistance to slashing, piercing, and bludgeoning from non-magical sources.
Totem of Might: All friendly creatures within a 10-foot radius of this totem have advantage on Strength checks and Strength saves.
Vortex Totem: As a reaction to a hostile spell targeting a friendly creature within 10 feet of this totem, this totem may roll your elemental die: if the level of the spell is less than or equal to the number rolled, it targets the totem instead. The totem is then destroyed, regardless of the spell.
Totem of Grace: All friendly creatures within a 10-foot radius of this totem have advantage on Dexterity checks and Dexterity saves.
Totem of Zephyr: All friendly creatures within a 10-foot radius of this totem have advantage on attacks of opportunity and if they start a dash action within 10 feet of this totem, then they have their dash speed increased by 10 feet.
The presence of raw elemental forces thrum within you when they are nearby. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any elemental within 60 feet of you that is not behind total cover. You know the type (earth, air, fire, water) of any being whose presence you sense, but not its identity (efreet vs azer, for instance). Within the same radius, you also detect the presence of any place or object that has had its elemental makeup altered, as with stoneshape or control water. You can use this feature a number of times equal to 2 + your Wisdom modifier. when you finish a long rest, you regain all expended uses.
By 2nd level, your connection to the elemental planes allows you to manifest their power through spells as a cleric does.
Cantrips At 2nd level, you know one cantrip of your choice from the elemental shaman spell list. You learn additional Elemental Shaman cantrips of your choice at higher levels, as shown in the Cantrips column of the Elemental Shaman table.
Spell Slots The Elemental Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Preparing and Casting Spells The elemental shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these elemental shaman spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of elemental shaman spells that are available for you to cast, choosing from the elemental shaman spell list. When you do so, choose a number of elemental shaman spells equal to your Wisdom modifier + your elemental shaman level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level elemental shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include eight spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of elemental shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Wisdom is your spellcasting ability for your elemental shaman spells, since your magic draws on your attunement to the elemental planes. 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 an Elemental 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
Spellcasting Focus You can use a spellcasting focus (found in chapter 5) for your elemental shaman spells.
At 2nd level, your mastery of the elements gives you the ability to protect yourself with a volatile shield. You may select one shield at 2nd level, gaining another choice at 5th level, and the last at 9th level. Each shield type begins with 3 charges when you surround yourself with it (4 charges at 5th level, 5 charges at 9th level), and the charges last until expended or until you take a short or long rest.
As an action, surrounded yourself with elemental forces and gain the following:
Storm Shield: A black cloud cackles with bolts of lighting as it orbits you . As a reaction to a melee or ranged attack, you may expend one of the charges to deal your elemental die + your Wisdom modifier lightning damage to the attacker.
Tide Shield: Crashing waves swirl about you, constantly dipping into and out of the weave of magic. As a reaction to a melee or ranged attack, you may expend any number of charges to gain back a spell slot equal to the number of charges expended.
Gravel Shield: Thousands of tiny pebbles circle about you, ready to intercept harmful attacks and effects. As a reaction to a melee or ranged attack, you may expend one of the charges to gain resistance to that damage type for this one attack.
Elemental shaman are taught that all life is comprised of the four basic elements. With sufficient knowledge, you can tap into the elemental life-force to mend wounds.
As an action, you can expend a spell slot to heal hit points equal to your elemental die per spell slot level expended to any creature within 30 feet.
At 3rd level a Shaman hones his craft at manipulating the inner planes’ powers. Choose between Mundunugu, Elemental Warrior, or Totemic Shepherd.
Mundunugu specialize in using their knowledge of elemental life-force to better heal and protect their allies. Elemental Warriors use their powers to enhance their martial aspects and channel powerful elemental infusions onto their weapons. Totemic Shepherds prefer to bolster their allies through powerful spirits within their totems, manipulating the battleground. All three are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Rebuke the Elements
Beginning at 3rd level, your deep connection to the elemental planes allows you some control over the spirits and creatures primarily composed of elemental force.
As an action, you call upon the the planes themselves to rein in their own. Each elemental that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action. After you use your Rebuke the Elements feature, you must finish a short or long rest before you can do so again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Restore the Elements
Your rebuking of elemental forces becomes more focused at 6th level, allowing you to negate magical elemental effects. You can use your Rebuke the Elements feature to cast a modified dispel magic. Any spell effect of 3rd level or lower on the target that is on the elemental shaman spell list ends. For each spell of 4th level or higher on the target that is also on the elemental shaman spell list, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At 10th level, you regain all elemental totem uses after a short rest.
Banish the Elements
Your rebuking of elemental forces reaches its peak at 14th level, allowing you to send elemental beings back to their home plane. You can use your Rebuke the Elements feature to cast banishment on one elemental within range.
At level 20 you perfect your bond with the elemental planes. Once per long rest you assume the mantle of an elemental avatar, gaining one of the following for 1 hour:
Avatar of Fire: You are immune to fire damage and deal your elemental die in fire damage to all creatures within 5 ft of you. As an action, you can expend any number of spell slots totaling 5 levels or more worth of spells to summon a Fire Elemental.
Avatar of Earth: You are resistance to bludgeoning, piercing, and slashing attacks from magical and non-magical sources. As an action, you can expend any number of spell slots totaling 5 levels or more worth of spells to summon an Earth Elemental.
Avatar of Air: You gain 60 ft flying move speed. As an action, you can expend any number of spell slots totaling 5 levels or more worth of spells to summon an Air Elemental. You gain the following condition immunities: grappled, prone, restrained.
Avatar of Water: You have 60 ft swim move speed. You are resistant to cold damage. As an action, you can expend any number of spells slots totaling 5 levels or more worth of spells To summon a Water Elemental. You gain the following condition immunities: grappled, prone, restrained.
Any elemental summoned with this feature lasts as long as the elemental form does. You may only have one elemental summoned from this feature at a time.
Mundunugu are taught that the true purpose of elemental harmony is the heal the wounded and restore balance to nature, much like a druid.
- Expanded Spell List
In their peacekeeper training they also bolster their spellcasting ability with a very limited selection of non-aggressive spells to help their allies and soothe their enemies.
- Bountiful Life-force
Starting at 3rd level, when you use your elemental life-force, add your Wisdom modifier to the amount healed.
You can also use a special form of your elemental life-force feature to cast lesser restoration. Doing so requires expending 2 or more levels worth of spell slots (eg. a 2nd level spell slot or two 1st level spell slots)
- Transfer Shield
Beginning at 3rd level, as an action, you can move your current elemental shield to an ally within 30 feet of you that you can see.
- Chain Healing
Starting at 7th level, when you use your elemental life-force to heal a creature, you may heal an additional creature within 10 feet of the target for half the amount healed. You may then heal a third creature within 10 feet of the second target for half the amount that the second creature was healed.
- Protective Life-force
Starting at 11th level, when you use your elemental life-force to heal a target, the target healed also gains temporary hit points equal to twice the level of the spell expended.
You can also use a special form of your elemental life-force to cast greater restoration. Doing so requires expending 5 or more levels worth of spell slots.
- Primordial Resurgence
At 15th level, your connection to the healing power of the elements protects you from death. If you are reduced to 0 hit points and have at least 1 spell slot available, you instead automatically use your Elemental Life-force feature on yourself. This feature cannot occur more than once per long rest.
- Revitalizing Life-force
Starting at 18th level, when you use your elemental life-force feature to heal a target, you may also cast lesser restoration on the target healed as part of the action. Doing so does not require expending any additional spell slots.
You can also use a special form of your elemental life-force to cast resurrection. Doing so requires expending 7 or more levels worth of spell slots. In addition to all the drawbacks listed in the resurrection spell, you also cannot use your elemental life-force ability again until you take a long rest.
Elemental Warrior (Craft)
Elemental Warriors focus their connection to the inner planes to produce powerful effects on their weapons, amplify their shields, and hone their martial prowess.
- Expanded Spell List
As part of your martial training, you have access to additional spells relating to movement as you level up:
|13th||Freedom of Movement|
- Prepared for War
You gain proficiency with all martial melee weapons when choosing this Planar Craft.
- Elemental Infusion
Starting at 3rd level, you can transform magic energies and infuse your weapons with raw elemental power as a bonus action. Only one infusion per weapon you have readied is allowed. Storing a weapon, being disarmed, or otherwise losing control of the weapon dispels the infusion.
Blazing Infusion: You can use a bonus action and expend a spell slot to deal extra fire damage on your next successful melee attack. Roll one elemental die per level of spell slot expended and add your wisdom modifier to determine the extra fire damage done.
Freezing Infusion: You can use a bonus action and expend a spell slot to deal cold damage equal to your wisdom modifier and slow the move speed of the target of your next successful melee attack by 10 + 5 feet per level of spell slot expended. This effect lasts until the end of the target’s next turn.
Cyclone Infusion: You can use a bonus action to expend a spell slot and imbue your weapon with the fury of the wind, granting an attack bonus equal to the level of the spell slot expended. Your next successful melee attack crits on a 19 or 20 and knocks the target back by 5 feet per spell slot expended, strength check vs your spell DC to negate the knock back.
Rockwarder Infusion: You can use a bonus action and expend a spell slot and gain temporary hit points equal to four times the spell slot expended plus your wisdom modifier when you hit on your next melee attack.
- Extra Attack
At 7th level, you can attack twice when taking the attack action.
- Improved Elemental Shields
Beginning at 11th level, as long as you have at least 1 charge left on your elemental shield, they gain the following:
Lightning: You have advantage on initiative checks.
Water: Hostile cantrips that target you have disadvantage.
Earth: You have +1 AC.
- Mastered Elemental Infusion
By 15th level, you have mastered the craft of infusing your weapons with elemental power. Your infusions gain the following traits:
Searing Blaze (Blazing): The target also gains vulnerability to fire until the end of your next turn. If the target was resistant to fire, instead they lose this resistance. Targets immune to fire are unaffected.
Deep Freezing (Freezing): The target is slowed an additional 5 feet. If the target’s movement is reduced to 0 ft, they are restrained until the end of the target’s next turn.
Whirlwind (Cyclone): You gain an extra attack against the same target. This attack benefits from the extra crit range and attack bonus of the cyclone infusion used, and can also knock targets back as per the Cyclone infusion.
Stonewarder (Rockward): The target also has disadvantage on their next attack or until the end of the target’s next turn.
- Prime Elemental Strike
At 18th level, you can strike forth with all the fury of the 4 primary elemental planes at once. Before using an infusion bonus action, you may declare that it will be a prime elemental strike. Doing so lets you infuse all 4 mastered elemental infusions onto 1 weapon as though they were one spell slot lower than whatever spell slot level you expend. You must take a long rest before using this feature again.
Totemic Shepherd (Craft)
Elemental Shaman who form deep connections with the spirits of their totems often become totemic shepherds, stalwart watchers of their flock who enjoy powerful boons to their totems. As part of your vigilant watch on your totems, you gain access to spellcraft specialized in detecting threats.
- Expanded Spell List
As part of your vigilant watch on your totems, you gain access to the following spells as your level:
- Resilient Totems
Your totems are protected by and from the elements. Starting at 3rd level, they have a natural armor equal to 12 + your Wisdom bonus and are resistant to fire, cold, lightning, and thunder damage. Your totems gain the following reaction - Totemic Warding: As a reaction to a melee or ranged attack, a totem can impose disadvantage on the attack.
- Scatter the Flock
Starting at 3rd level, as an action, you can expend a spell slot to relocate a number of your totems equal to or less than the spell slot expended that are within 60 feet that you can see to an empty space within 60 feet.
- Preferred Totem
At 7th level, choose one totem from your known totem list. Summoning this totem does not count against the number of times you can summon a totem before a rest.
You can summon your preferred totem as a bonus action.
- Shepherd's Vigil
By 11th level, when you use your Scatter the Flock feature, your totems timed limit resets. In addition, whenever your totems are relocated in this way, roll your elemental die. Those totems gain temporary hit points equal to the number rolled.
- Powerful Totems
by 15th level, your careful nurturing of the totemic forces has allowed you to summon more powerful totems. For every basic totem known, you can summon its more powerful version instead. The more powerful versions also retain all the features of their basic version and last for 10 minutes.
Totem of Scorching -> Totem of Cinderbolt: The damage this totem deals with its attack is increased by your Wisdom modifier. It's range is increased to 40/80 feet and it crits on a roll of 19-20.
Totem of Flameblade -> Firebrand Totem: The additional fire damage done is now equal to your Wisdom modifier + your Proficiency bonus, and can affect melee and ranged weapons.
Chillward Totem -> Iceward Totem Affected creatures are immune to cold damage.
Totem of Life-Stream -> Totem of Rejuvenation: All friendly creatures within a 10-foot radius heal regain hit points equal to your elemental die at the end of your turn.
Totem of Cleansing -> Totem of Purification: Affected creatures are immune to poison and disease.
Heatward Totem -> Flameward Totem: Affected creatures are immune to fire damage.
Totem of Rumbling -> Totem of Groundstorm: Any creatures who are within the radius when the totem is summoned and at the end of each of their turns must make a Dexterity saving throw or be knocked prone and take 2d8 bludgeoning damage, or half on a successful save.
Stoneward Totem -> Totem of Stalwart Earth: Affected creatures are immune to petrify, and have advantage against spells and effects that knock them down or move them.
Totem of Might -> Totem of Primordial Might: Affected creatures have their Strength increased by 2.
Vortex Totem -> Spellward Totem: This totem is no longer automatically destroyed when using its feature. It can still be destroyed if the spell drops it hit points to 0 or otherwise has an affect that would destroy it.
Totem of Grace -> Totem of Primordial Grace: Affected creatures have their Dexterity increased by 2.
Totem of Zephyr -> Totem of Stormsurge: Affected creatures have advantage on attacks and if they start their turn within 10 feet of the totem their move speed is increased by 10.
- Totemic Channeling
At 18th level, you can cast spells as though you are one of your totems, so long as that totem is within 500 feet of you. Spell ranges can be calculated from where the totem is, touch spells can be cast on anything within 5 feet of your totems, and self only spells can be cast on your totems.
Elemental Shaman Spell List
You know all of the spells on the basic Elemental Shaman spell list and addtional spells based on your Planar Craft.
Control Flames, Create Bonfire , Fire Bolt, Frostbite, Gust, Mold Earth, Produce Flame, Ray of Frost, Shape Water, Shocking Grasp, Thunderclap
- 1st Level
Absorb Element, Burning Hands, Create or Destroy Water, Earth Tremor, Fog Cloud, Ice Knife , Purify Food and Drink, Thunderwave, Thunderous Smite, Zephyr Strike
- 2nd Level
Continual Flame, Flaming Sphere, Flame Blade, Gust of Wind, Heat Metal, Maximilian’s Earthen Grasp, Misty Step, Pyrotechnics, Shatter, Skywrite, Snilloc’s Snowball Swarm, Warding Wind
- 3rd Level
Call Lightning, Elemental Weapon, Erupting Earth, Fireball, Gaseous Form, Lightning Bolt, Meld Into Stone, Sleet Storm, Tidal Wave, Water Breathing, Wall of Sand, Wall of Water, Water Walk, Wind Wall
- 4th Level
Conjure Minor Elementals, Control Water, Elemental Bane, Fire Shield, Ice Storm, Stone Shape, Stone Skin, Storm Sphere, Wall of Fire, Watery Sphere (EE)
- 5th Level
Cone of Cold, Conjure Elemental, Control Wind, Flame strike, Immolation, Maelstrom, Passwall, Transmute Rock, Wall of Stone
Prerequisites. To qualify for multiclassing into the Elemental Shaman class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Elemental Shaman class, you gain the following proficiencies: light armor, medium armor, shields, warhammers