Primordial Shaman (5e Class)
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- Quick Build
You can make a Planar Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Far Traveler, Hermit, or Outlander background.
As a Primordial Shaman you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor
Weapons: Simple Melee Weapons, Warhammers, Nets
Tools: Herbalism Kits
Saving Throws: Dexterity and Wisdom
Skills: Choose two from animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Warhammer or (b) Any Simple Weapon
- (a) A Shortbow and quiver of 20 arrows or (b) Any Simple Weapon
- Leather Armor, Net, and Explorer's Pack
|Features||Totems Known||Elemental Die||—Spell Slots per Spell Level—|
|1st||+2||Primordial Tongue, Elemental Totem, Elemental Sense||1||1d6||—||—||—||—||—|
|2nd||+2||Spellcasting, Elemental Shield||2||1d6||2||—||—||—||—|
|3rd||+2||Rebuke the Elements, Planar Calling||2||2d6||3||—||—||—||—|
|4th||+2||Ability Score Improvement||2||2d6||3||—||—||—||—|
|6th||+3||Restoration of the Elements||2||3d6||4||2||—||—||—|
|7th||+3||Planar Calling feature||2||4d6||4||3||—||—||—|
|8th||+3||Ability Score Improvement||2||4d6||4||3||—||—||—|
|11th||+4||Planar Calling feature||3||6d6||4||3||3||—||—|
|12th||+4||Ability Score Improvement||3||6d6||4||3||3||—||—|
|14th||+5||Banish the Elements||3||7d6||4||3||3||1||—|
|15th||+5||Planar Calling feature||3||8d6||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||8d6||4||3||3||2||—|
|18th||+6||Planar Calling Trait||4||9d6||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||10d6||4||3||3||3||2|
You can read, write, and speak Primordial and its delict
The presence of raw elemental forces thrums 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 stone-shape 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.
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 1st level, you know how to summon two totems from the list below. You can learn an additional totem at 2nd level and may learn more as you gain levels in the Primordial Shamam class.
As an action, a totem you can summon a totem to an empty space you 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.
If more than 1,000 pounds of force is applied or a DC 20 Strength check is succeeded, the totem is destroyed.
The totem itself cannot take any actions, bonus actions, or reactions, unless granted from its summoner or inherent in the totem description.
- Fire Totems
Totem of Scorching. As an action, this totem attacks a creature or object within 60 feet. The attack uses your attack modifier that deals fire damage using your Elemental Die. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Totem of Flameblade. All friendly creatures within a 15-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 15-foot radius of this totem have resistance to cold.
- Water Totems
Totem of drenching. As an action, this totem attacks a creature or object within 30 feet. The attack uses your attack modifier that deals cold damage using your Elemental Die and its speed is reduced by 10 feet until the start of your next turn.
Totem of Life-Stream. As a bonus action, this totem heals a creature of your choosing within 15 feet of this totem for a number of hit points equal to your elemental die at the end of your turn.
Heatward Totem. All friendly creatures within a 15-foot radius of this totem have resistance to fire.
- Earth Totems
Totem of Rumbling. As an action, This totem lets out a ground tremor. All creatures other than yourself or the totem within a 15-foot radius, must make a dexterity saving throw, on a failed save the creatures is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Totem of Might. All friendly creatures within a 15-foot radius of this totem have advantage on Strength checks and Strength saves.
Stoneward Totem. All friendly creatures within a 15-foot radius of this totem have resistance to slashing, piercing, and bludgeoning from non-magical sources.
- Air Totems
Totem of Zephyr. As an action, this totem lets out a blast of strong wind 15 feet long and 5 foot wide. Each creature in the area must succeed on a Strength saving throw or be pushed 5 feet away from the totem. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
Totem of Grace. All friendly creatures within a 15-foot radius of this totem have advantage on Dexterity checks and Dexterity saves.
Vortex Totem. As a reaction to a hostile ranged attack, this totem lets a gust of wind 15 feet radius around itself until the beginning of its next turn. The wind as the following effects: it extinguishes unprotected flames in its area that are torch-sized or smaller, the attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind, and it hedges out vapor, gas, and fog that can be dispersed by strong wind.
By 2nd level your connection to the elemental planes allows you to manifest their power through spells as a cleric does.
Starting at level 2, You learn to control the four elements. You learn the following cantrips: Control Flames, Gust, Mold Earth, and Shape Water.
- Spell Slots
The Primordial Shaman table shows how many spell slots you have to cast your spells of lst 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.
You prepare the list of Primordial Shaman spells that are available for you to cast, choosing from the Primordial Shaman spell list. When you do so, choose a number of Primordial Shaman spells equal to your Wisdom modifier + your Primordial 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 Primordial Shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 change your list of prepared spells when you finish a long rest. Preparing a new list of Primordial 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 Primordial 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 Primordial Shaman spell you cast and when making an attack roll with one.
At 2nd level, your mastery of the elements gives you the ability to protect yourself with Volatile Shield. You adopt one particular element of shield at 2nd level and another one at 5th, 9th, and 14th level. As a bonus action, you can summon a shield which begins with 3 charges when you surround yourself. You regain all charges on a short or long rest.
Inferno. Intense heat begins to emanate from below you. As a reaction to a melee, ranged, or spell attack, you may expend one charge to deal your Elemental Shaman level + you Wisdom Modifier Fire damage to the attacker.
Storm. Dark black clouds crackling with lightning around you. As a reaction to a melee, ranged, or spell attack, you may expend any number of charges to teleport to 10 feet.
Tide. Rolling waves swirl around you, constantly dipping into the weave of magic. As a reaction to a melee, ranged or spell attack, you may expend any number of charges to gain Temporary Hit Points equal to your Elemental Shaman levels.
Gravel. Thousands of tiny pebbles circle around you, ready to intercept harmful attacks. As a reaction to a melee, ranged or spell attack, you may expend one charge to gain resistance to that damage type till the start of your next turn.
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 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.
At 3rd level a Shaman hones his craft at manipulating the inner planes’ powers. Choose between Witch Doctor, Elemental Warrior, or Totemic Shepherd. 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.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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.
Restoration of the Elements
At 6th level, your connection to the elements heightens, when you use your Elemental Sense Feature you can now not only sense elementals are nearby but if the area around you has been magically altered by 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 elemental spell effect of 3rd level or lower that alters a creature or area ends. For each spell of 4th level or higher on the creature or area, make an ability check using your spell casting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At 10th level, you have learned optmized ways to regain your totems. 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.
Finally at 20th level, you perfect your bond with the elemental planes. Once per day you assume the mantle of an Elemental Avatar for 1 hour.
- You gain resistance to Fire, Cold, Thunder, Lightning, non-magical attacks, and magical attacks.
- You gain a magical flight speed of 60 feet. You are immune to being knocked Prone.
- You gain a magical swim speed of 60 feet. You are immune to being grappled.
- You have a +2 bonus to AC.
- All your weapon attacks count as magical for the sake of overcoming resistances and immunities. In addition, when you make a weapon attack you may use your Wisdom modifier, instead of Strength or Dexterity, for your attack and damage rolls.
Calling of the Witch Doctor
Witch Doctors specialize in using their knowledge of elemental life-force to better heal and protect their allies.
- Expanded Spell List
|3rd||Shield of Faith|
|17th||Circle of Power|
- Elemental Life Force
Witch Doctors are taught that all life is comprised of the four basic elements. With sufficient knowledge, you can tap in the elemental life force to mend wounds.
Starting at 3rd level, as an action, you can expend a spell slot to heal hit points equal to your elemental die per slot level expended to any creature within 10 feet.
- Shield transfer
Starting at 3rd level, you can use your action to move your elemental shield to an ally that you can see within 30 feet.
- 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 (rounded down). You may then heal a third creature within 10 feet of the second target for half the amount that the second creature was healed (rounded down).
- Protective Life Force
Starting at 11th level, when you use your Elemental life-force feature to heal a target, the target healed also gains Temporary hit points equal to your Elemental Shaman level + your Wisdom Modifier.
- 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 Warriors use their powers to enhance their martial aspects and channel powerful elemental infusions onto their weapons.
- Expanded Spell List
- Elemental Smite
At 3rd level, you have learned how to give powerful blows with the power of the elements. When you hit with a melee weapon attack, you can spend a 1st level spell slot to add 2d8 from the damage types bellow in addition to the weapon's damage. You may spend spell slots higher than 1st level in this feature, adding 1d8 for each level above 1st.
Flaming Smite(Fire Damage). After an creature gets hit by your melee attack, it must make a Constitution saving throw. On a success he takes 1d8 fire damage, on a failure he will take 1d8 fire damage at the beggining of it's turns for 1 minute.
Tsunami Smite(Cold Damage). After an creature gets hit by your melee attack, it will be soaked. For 1 minute, the target's movement speed will be reduced by 10 times your Wisdom modifier, and it will receive twice as much damage from lightning damage.
Storm Smite(Force Damage). After an creature gets hit by your melee attack, it and every creature in a 5ft. times your proficiency bonus cone must make a Strength saving throw. On a failure they will be pushed to the end of the cone, on a success they will be pushed half as much feet(Rounded down). If they hit an object or another creature in this movement, they both will receive 1d4 bludgeoning damage. This movement can generate oportunity attacks.
Earthquake Smite(Thunder Damage). After an creature gets hit by your melee attack, it must make a Strength saving throw. On a failure, they will receive the damage of the smite once more and will be knocked prone. On a success, they will receive half as much damage and won't be knocked prone.
- Elemental Weapon
At 3rd level, you have learned how to imbue your weapons with the elements. As an action, you may enhance one melee weapon you're wielding with the power of the elements. Choose one damage type from Fire, Cold, Force or Thunder. The weapon will deal additional damage of that type equal to your damage die. This lasts for 1 minute, and you may use it once before needing to take a long rest.
- Elemental Armor
At 7th level, due to your constant battle in the front lines you created a method to defend yourself from attacks. As an bonus action, you can cover your whole body with elemental energy, generally appearing as a heavy armor. Choose one of the following damage types, Fire, Cold, Force or Thunder. While wearing the armor, you will gain the following benefits:
- You will gain resistance to the chosen damage type.
- Your AC will increase by your Wisdom modifier.
- As a reaction, you may reduce incoming damage by your elemental die, though the total number rolled is halved(rounded down).
You may use this feature as many times as your Wisdom modifier(minimum 1) before needing to take a long rest.
Totemic Shepherds prefer to bolster their allies through powerful spirits within their totems, manipulating the battleground.
- Expanded Spell List
|9th||Aura of Vitality|
|13th||Aura of Life|
|17th||Dispel Evil and Good|
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Primordial Shaman Spell List
You know all of the spells on the basic Primordial Shaman spell list and additional spells based on your subclass. (The non-links are no longer SRD)
- 1st Level
Absorb Elements, Animal Friendship, Beast Bond, Burning Hands, Chromatic Orb, Comprehend Languages, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Dissonant Whispers, Earth Tremor, Esnaring Strike, Entangle, Find Familiar, Frost Fingers, Hail of Thorns, Healing Word, Hunter's Mark, Ice Knife, Jump, Longstrider, Purify Food and Drink, Silvery Barbs, Sleep, Speak with Animals, Zephyr Strike
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
Prerequisites. To qualify for multiclassing into the Primordial Shaman class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Primordial Shaman class, you gain the following proficiencies: