Elemental Shaman (5e Subclass)
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Runic Shamans Elemental Shamans are Druids who live with humanoid tribes, worship the ancestors of the tribes and commune with the elemental and animal spirit guardians who protect the tribes and guide their followers. Since elemental Shamans gleam their magic from these fickle and powerful ancestral, elemental and animal spirits they have wild and almost uncontrollable powers of magic in many ways similar to a sorcerer but their magic is mostly focused on the divine and natural. Elemental Shamans can harness the power of the elements each day and choose which elemental totem they chose their magical abilities from, they begin to even harness the physical aspects of said elemental totems as they gain powers. Their known totems is the Healing waters totem, the avenging fire totem, the earth guardian totem and the Sky Trickster Totem that is known but there is rumors of other, more obscure or even forbidden spiritual totems.
Spirit Mana at 2nd level the Shaman is a deep wellspring of spiritual energies that come from within themselves. This wellspring is represented by Spirit Mana which allows you to create a variety of magical effects. The Elemental Shaman has 2 Spirit Mana and as the Shaman gains more levels they gain one additional Spirit Mana each new level. Spirit Mana follows the same exact rules as Sorcery points for all intents and purposes and can be converted to actual cast spells in the same manner.
Channel Divinity: Ultimate Runes At 2nd level, you gain the ability to channel divine energy directly from your deities and ancestors, using that energy to fuel a potent magical effect known as an Ultimate Rune. The Ultimate Rune can be sacrificed to perform a similar effect to Turn undead but towards creatures of an opposing elemental affinity.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Druid spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
|Runic Name||Runic Blessing||Runic Curse||Sacrificed Rune|
|Kuanan (the fire rune)||Blessing of Kuanan Cast on self or ally, same effects as Fire Shield (warm) without concentration, but if ally or self has fire resistance they now have immunity. any melee attacks blessed ally performs also deals additional fire shield damage (2d6) and finally the retaliatory damage of Fire Shield has a range of 200 feet. last for encounter or 1 minute.||The very opposite of the blessing. Curse of Kuanan causes the enemy to take an additional 2d8 fire damage every time they take damage and all nearby enemies of the caster take 2d8 (within 10 feet). This curse also removes any resistance to fire and instead makes the target vulnerable to fire. lasts for 1 minute||Sacrificing this rune turns or destroys all creatures with cold resistance or immunity and or creatures with hold breath and or amphibious similar to turn or destroy undead.|
|Isaz (The Ice rune)||Blessing of Isaz Cast on self or ally, same effects as Fire Shield (cold) without concentration, but if ally or self has cold resistance they now have immunity. any melee attacks the blessed ally performs also deals additional cold shield damage (2d6) and finally the retaliatory damage of Fire Shield (Cold) has a range of 200 feet. last for encounter or 1 minute.||The very opposite of the blessing. Curse of Isaz' causes the enemy to take an additional 2d8 cold damage every time they take damage and all nearby enemies of the caster take 2d8 (within 10 feet) cold damage. This curse also removes any resistance to cold and instead makes the target vulnerable to cold. lasts for 1 minute.||Sacrificing this rune turns or destroys all creatures with Fire resistance.|
|Eiwaz (The Tree Rune)||Blessing of Eiwaz Cast on self or ally, same effects as Fire Shield (But deals 2d8 poison damage instead) without concentration and target gets Poison Immunity. any melee attacks the blessed ally performs also deals additional poison damage (2d6) and finally the retaliatory damage has a range of 200 feet. All healing spells cast on target use maximum dice. last for encounter or 1 minute.||The very opposite of the blessing. Curse of Eiwaz' causes the enemy to take an additional 2d8 poison damage every time they take damage and all nearby enemies of the caster take 2d8 (within 10 feet) poison damage. This curse also removes any resistance to poison and instead makes the target vulnerable to poison. lasts for 1 minute.||Sacrificing this rune heals an ally equal to Shaman's level times 5.|
|Ansuz (The Wind Rune)||like a combination of wind wall, flying and thunder damage||Example||Example|
|Thurisaz (The Storm Rune)||similar to Fire Shield but lightning damage and can some magnetic abilities||Example||Example|
|Naudiz (The Caldera Rune)||Same as fire shield but acid damage||Example||turns mordons, golems and animated objects|
|Dagaz (The Sun Rune)||Same as fire shield but radiant damage and healing benefits||Example||turns undead and demons|
|Raido (The Moon Rune)||same as fire shield but necrotic damage and healing benefits||Example||turns fae and celestials|
Spontaneous Elemental Powers The Shaman can spontaneously cast spells from whatever Elemental Totem they have chosen after a long rest. At level 10 the Shaman can actually switch their elemental totems after a short rest.
|1st||Cure Wounds||Create or Destroy Water|
|3rd||Lesser Restoration||Water Walk|
|7th||Death Ward||Ice Storm|
|9th||Mass Cure Wounds||Wall of Ice|
|1st||Burning Hands||Faerie Fire|
|3rd||Lesser Restoration||See Invisibility|
|7th||Wall of Fire||divination|
|1st||bark skin||spike growth|
|3rd||meld into stone||dispel magic|
|5th||Revivify||Protection from Energy|
|7th||stone shape||stone skin|
|9th||passwall||Wall of Stone|
|5th||Lightning Bolt||Wind Wall|
|7th||greater invisibility||control weather|
|9th||wind walk||Dimension Door|