Shaman - Full Caster(WoW 5e) by Iriazi (2024)

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Shaman

A troll clad in loosely chained together plates and scales reaches her hand high towards storm clouds overhead. After a moment, a blinding streak of lightning arcs from the clouds to her hand, and from there it is sent arcing towards her enemies.

A pair of spectral wolves pursue a bandit captain through the forest. Emerging from behind them, another wolf of similar visage. The third wolf leaps at the bandit before shifting into a dwarf, wielding two fearsome axes. One dripping molten lava, the other crackling with blisteringly cold ice.

A brave orc strides towards Southshore from Tarren Mill. He raises his hands and begins to call water from a nearby river as he begins to shape it into restorative magic to heal the wounds of his allies as they battle the Alliance.

Shamans are mediators between the mortal world and the elements. They often act as spiritual guides and witch doctors in their communities. They are able to call to the spiritual realm as well, and because of that, pull knowledge and traditions from generations past. They are able to fill several roles within an adventuring group. Calling water and the tides to aid and heal their allies, or imbuing their weapons with elemental fury, and even firing bolts of lightning and calling down torrents of wind and fire on their enemies.

Elemental Callers

A Shaman's bond to their magic is unique. While a mage would study it in great depth, and a warlock would bend those same powers to their whim, a shaman calls upon the elements themselves for aid. They commune with forces not strictly benevolent -- sometimes they may respond, and sometimes they may choose not to. The elements are chaotic, chained away in their elemental plane as they rage against one another with unending primal fury. It is the call of the shaman to bring balance to this chaos.

These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. An experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile adventurers and valued members of any group.

Creating a Shaman

When creating a shaman, consider how your bond with the elements have affected your personality and your view of the world. Although shamans resonate with all four primary elements, some tend to outwardly display aspects of one over the rest.

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 that element in check? How a shaman perceives their connection to the elemental planes is often reflected in the totems they summon forth.

The Shaman
LevelProficiency
Bonus
FeaturesCantrips
Known
Spells
Known
1st2nd3rd4th5th6th7th8th9th

—Spell Slots per Spell Level—

1st+2Kalimag, Spellcasting242
2nd+2Totems (3/rest),
Elemental Attunement
253
3rd+2Totemic Path2642
4th+2Ability Score Improvement3743
5th+3Spirit Beast38432
6th+3Totemic Path Feature39433
7th+33104331
8th+3Ability Score Improvement3114332
9th+4Elemental Attunement improvement31243331
10th+4Totem Mastery,
Totems (4/rest)
41443332
11th+4415433321
12th+4Ability Score Improvement415433321
13th+5Far Sight4164333211
14th+5Totemic Path Feature4184333211
15th+541943332111
16th+5Ability Score Improvement41943332111
17th+6420433321111
18th+6Call of the Elements, Totems (5/rest)422433331111
19th+6Ability Score Improvement422433332111
20th+6Totemic Path Feature422433332211

Quick Build

You can make a 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 or Dexterity your second highest ability score instead.

Class Features

As a shaman, you gain the following class features

Hit Points

  • Hit Dice: 1d8 per shaman level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Herbalism kit
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Animal Handling, Arcana, Athletics, History, Insight, Medicine, Nature, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple melee weapon and a shield
  • (a) 4 javelins or (b) a shortbow and 20 arrows
  • (a) leather armor, an explorer’s pack, and a totemic focus

Kalimag

You know Kalimag, the language of elementals. You can speak the language and use it to leave messages in rocks and pools of water that only you, other shamans, and elementals can spot. The messages are spoken as through a sending spell, with the limitations that come with that spell.

Spellcasting

Drawing on the elements themselves, you can manifest them into casting spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the shaman spell list.

Cantrips

You know two 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.

Spell Slots

The 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the shaman spell list.

The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your power comes from the elements and spirits. You use your Wisdom whenever a shaman 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 can cast a shaman spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an elemental focus as a spellcasting focus for your shaman spells.

Totems

Starting at 2nd level, as an action, you can channel elemental forces into a Small totem in an empty space on a horizontal surface within 5 feet of you. You are able to summon any of the totems that you meet the prerequisites for. Totem descriptions are at the end of the class description.

The totem is a magical object that occupies its space. It has an AC of 15 and a number of hit points equal to twice your shaman level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). The totem disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as a bonus action. As a bonus action, you can move any totems you have summoned to an unoccupied space within 30 feet of them as long as it is still within 60 feet of you.

You are able to summon up to 3 totems and must finish a short or long rest before you are able to summon any more totems. Some totems cannot be summoned more than once between long rests or until you reach a certain level in this class, as detailed at the end of the class description.

Elemental Attunement

Starting at 2nd level, you attune yourself to a force of the elemental planes. Choose one of the following options. You cannot take an Elemental Attunement option more than once, even if you later get to choose again.

Attunement of Air

Your movement speed is increased by 5 feet and you may add your proficiency bonus to your initiative.

At 9th level, you gain resistance to lightning damage and an additional 5 feet of movement.

Attunement of Earth

You gain proficiency in Constitution saving throws.

At 9th level, you gain resistance to acid damage and whenever you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by an amount equal to your Wisdom modifier (minimum of one).

Attunement of Fire

Once per turn when you hit a creature with an attack, you can cause that attack to deal additional fire damage equal to your proficiency bonus.

At 9th level, you gain resistance to fire damage and can now deal additional fire damage once per turn with an attack equal to 1d8 + your proficiency bonus.

Attunement of Water

You know a number of additional shaman spells of 1st level or higher equal to your proficiency bonus.

At 9th level, you gain resistance to cold damage and whenever you restore hit points to a creature with a spell of 1st level or higher, you regain a number of hit points equal to 2 + the spell level.

Totemic Path

When you reach 3rd level, a spiritual awakening guides you along a path of shamanism. Choose one of the following totemic paths: Elementalism, Enhancement, or Restoration.

Your choice grants you features at 3rd level and again at 6th, 14th, and 20th level.

Ability Score Improvement

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.

Spirit Beast

At 5th level, you earn the favor of a spirit beast and are able to assume its spectral visage. Choose a Medium or Small beast without a fly or swim speed to represent your spirit.

You can use your action to assume the illusionary visage of your spirit beast. This visage has no effect on your game statistics except changing your movement speed to 50 feet.

You remain transformed until you cast a spell, make an attack, or use your bonus action to revert back to yourself.

Totem Mastery

Starting at 10th level, you are more attuned to the elemental and spiritual nature of the universe. You are able to place totems in unoccupied spaces within 30 feet of you now as a bonus action. Your totems also gain additional effects depending on your Totemic Path or Elemental Attunement. Totems you summon now benefit from the Totem Boost feature listed in the totem's description as long as you are of the same Totemic Path or Elemental Attuenement as the boost. A totem can only gain one boost, even if you meet the prerequisite for more than one boost. Any totem that benefits from a Totemic Boost also now has a radius of 30 feet if its normal radius was 15 feet.

Call of the Elements

At 18th level, you are able to channel powerful elemental magic through yourself to replenish some of your strength. As a 1 minute ritual, you can draw power from the elements and regain all expended uses of your Totems feature, up to one totem that recharges on a short or long rest, and a number of spell slots with a combined level that is equal to or less than half your shaman level (rounded up), and none of the slots can be 6th level or higher.

Once you use this feature, you can't use it again until you finish a long rest.

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Totemic Path of Elementalism

Totemic Path of Elementalism Features
Shaman LevelFeature
3rdElemental Fury, Fulmination
6thEcho of the Elements
14thElemental Blast
20thAscendance: Fury of the Maelstrom

Elemental Fury

Starting at 3rd level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from the list (you can change only one damage type per casting of a spell).

Fulmination

Additionally at 3rd level, you are able to harness raw elemental power in order to enhance your magic. When you deal damage to a creature with a spell, you gain a Fulminating Charge. You also gain a Fulminating Charge whenever you take damage of the same type as your Elemental Attunement.

You can hold a number of charges equal to 2 + half your shaman level. These charges last until you expend them, or you finish a short or long rest.

As an action, you can expend a number of charges equal to your proficiency bonus or less to cause a violent explosion at a point you can see within 60 feet. Creatures within 5 feet of the point must make a Dexterity saving throw. A creature takes 1d10 lightning damage per charge you expended, or half as much damage on a success.

Echo of the Elements

At 6th level, when you roll damage for a shaman spell, totem, or feature, you may reroll a number of dice up to your Wisdom modifier and use either roll.

You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

Elemental Blast

At 14th level, you can send a swirling bolt of chaotic elemental magic streaking towards your enemies. As an action, you can summon an elemental blast and send it hurling towards a creature you can see within 60 feet. Make a ranged spell attack roll. On a hit, the creature takes 2d6 cold damage + 2d6 fire damage + 2d6 lightning damage + 2d6 thunder damage.

When elemental blast deals damage to a creature, roll a d4 on the table below. You gain the effect for a number of turns equal to the d4 roll.

Once you deal damage with Elemental Blast, you can't use it again until you finish a long rest.

d4Effect
1You gain 4 Fulminating Charges. The next time you expend them, they deal additional damage equal to your shaman level.
2If you deal damage to a creature with a spell that forces the creature to make a saving throw, the creature takes additional damage equal to your shaman level if it fails its saving throw by more than 5. The damage type is the same as what the spell deals.
3Spells you cast with a spell attack roll score a critical hit on a roll of 19 or 20 on the D20.
4Whenever one of your totems deals cold, fire, lightning, or thunder damage, it deals an additional 1d10 damage.

Ascendance: Fury of the Maelstrom

At 20th level, you are able to transform yourself into an avatar of destructive elemental power. As an action, you transform into an elemental being of power for 1 minute. As part of this action, you are able to place one of your totems that has an Elemental Boost.

While transformed, you gain the following benefits:

  • When you reroll dice with your Echo of the Elements feature, you add both dice results to the spell's damage.
  • Your Elemental Blast feature becomes usable if it is not already. If you use it while transformed, you can roll 2 d4s and gain each benefit from Elemental Blast's effects table.
  • You gain fulminating charges up to your maximum and can expend them as a bonus action and they become d12s.

Once you use this feature, you can't use it again until you finish a long rest.

Totemic Path of Enhancement

Totemic Path of Enhancement Features
Shaman LevelFeature
3rdBonus Proficiencies, Imbued Weapons, Martial Calling
6thFury of Air
11thElemental Fusion
14thFeral Spirits
20thAscendance: Wrath of Storms

Bonus Proficiencies

Beginning at 3rd level, your ancestral visions have made you a skilled warrior. You gain proficiency with martial weapons.

Imbued Weapons

At 3rd level, you are able to imbue a weapon you are holding with elemental power. As a bonus action, you can imbue a weapon you are holding with the elemental power of earth, fire, or ice. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of one). The element imbued into your weapon grants you benefits based on your choice:

Rockbiter Weapon. Your weapon becomes imbued with earthen magic. Once per turn, when you hit a creature with an attack using this weapon, it deals an additional 1d6 bludgeoning damage and if the creature is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.

The damage from this ability increases at higher levels. It increases to 2d6 at 7th level, and 3d6 at 13th level.

Flametongue Weapon. Your weapon becomes imbued with magma. Once per turn, when you hit a creature with an attack using this weapon, it deals an additional 1d8 fire damage.

The damage from this ability increases at higher levels. It increases to 2d8 at 7th level, and 3d8 at 13th level.

Frostbrand Weapon. Your weapon becomes imbued with ice. Once per turn, when you hit a creature with an attack using this weapon, it deals an additional 1d6 cold damage and the creature must succeed on a Constitution saving throw. A creature who fails the save has their speed reduced by half and can't take reactions until the start of your next turn.

The damage from this ability increases at higher levels. It increases to 2d6 at 7th level, and 3d6 at 13th level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Martial Calling

Starting at 3rd level, you refer to the Enhancement Spellcasting table to determine your cantrips, spells known, and spell slots whenever you gain a level in this class.

PART 1 | CLASSES

Enhancement Spellcasting
Shaman
Level
Cantrips
Known
Spells
Known
1st2nd3rd4th5th
3rd253
4th253
5th2542
6th2642
7th2643
8th2643
9th27432
10th37432
11th37433
12th38433
13th384331
14th384331
15th394332
16th394332
17th31043331
18th31043331
19th31143332
20th31143332

Fury of Air

At 6th level, you have started to become even swifter with your strikes. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Fusion

At 11th level, you can choose a second option from the Elemental Attunement class feature.

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Feral Spirits

Starting at 14th level, you can summon spirits that take the form of wolves. As an action, you summon two spectral wolves that crackle with lightning. The spirits act at the end of your turn and take the form of Dire Wolves with the following changes:

  • They gain temporary hit points equal to your shaman level when they are summoned.
  • They gain a bonus to their attack and damage rolls equal to your Wisdom modifier.
  • Their attacks deal an additional 1d6 lightning damage.

You and friendly creatures have advantage on attack rolls against a creature if at least one of the spirits is within 5 feet of the creature.

The spirits last a number of rounds equal to your Wisdom modifier (minimum of one). Once you use this feature, you can't use it again until you finish a long rest.

Ascendance: Wrath of Storms

At 20th level, you are able to transform yourself into an avatar of violent storms. As an action, you transform into an elemental being of power for 1 minute. As part of this action, you are able to place one of your totems that has an Enhancement Boost.

While transformed, you gain the following benefits:

  • When you take the attack action, you can make one additional attack.
  • You gain a flying speed equal to your movement speed.
  • You gain a reach of 30 feet with any weapon you are wielding as violent winds extend from them.
  • Your attacks deal an additional 2d6 lightning damage.
  • You can imbue any weapons you are wielding with one of your Imbued Weapon effects for the duration of this feature without expending a use of that feature.

Once you use this feature, you can't use it again until you finish a long rest.

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Totemic Path of Restoration

Totemic Path of Restoration Features
Shaman LevelFeature
3rdGuiding Tides, Riptide
6thDeep Healing
14thHealing Rain
20thAscendance: Hand of the Tidemother

Guiding Tides

Beginning at 3rd level, you can manifest small droplets of water and cause them to float around you. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you gain a number of droplets of restorative water equal to the spell's level. These droplets float around you until they are expended or until you finish a long rest.

Whenever you restore hit points to a creature, you can expend one of the droplets to reroll a number of the healing dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

Riptide

Additionally at 3rd level, you are able to call forth restorative waters to aid you and your allies. As an action, you can cause a riptide to wash over a number of creatures equal to your proficiency bonus that you can see within 30 feet of you. Targets gain Riptide for a number of rounds equal to your Wisdom modifier (minimum of one). At the start of a creature's turn, if they have riptide, they regain hit points equal to 1d4 + your Wisdom modifier.

The healing from this feature increases at higher levels. It increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

You can use this feature once, and must finish a short or long rest before using it again unless you expend a spell slot of 2nd level or higher to use it again.

Deep Healing

At 6th level, you can channel healing magic through your totems. When one of your totems restores hit points to a creature, that creature regains additional hit points equal to your Wisdom modifier.

Additionally, whenever you or one of your totems restores hit points to a creature, if that creature was below half of their maximum hit points, they regain additional hit points equal to your proficiency bonus.

Healing Rain

At 14th level, you are able to call upon a rain storm of cleansing waters. As an action, you cause a storm cloud to appear in the shape of a cylinder that is 10 feet tall with a 20-foot radius, centered on a point you can see within 60 feet above you.

The storm cloud lasts for 1 minute or until you decide to end it (no action required). When you use this feature you can call down the storm's healing rains, causing you and each friendly creature in the rain to regain hit points equal to 3d8 + your Wisdom modifier. On each of your turns until the storm ends, you can use your action to call down healing rains in this way again.

Once you use this feature, you can't use it again until you finish a long rest unless you expend a spell slot of 5th level or higher to use it again.

Ascendance: Hand of Spring

At 20th level, you are able to transform yourself into an avatar of the restorative magic of the spring. As an action, you transform into an elemental being of power for 1 minute. As part of this action, you are able to place one of your totems that has an Restoration Boost.

While transformed, you gain the following benefits:

  • Your Healing Rain feature becomes usable if it is not already. You can use your bonus action to use this feature and its additional uses.
  • Whenever you would roll dice to restore hit points, you instead use the highest number possible for each die.
  • You gain 10 Guiding Tide droplets. When you restore hit points to a creature, you can now expend a number of droplets to restore an additional 1d8 hit points to the creature for each droplet expended.
  • At the start of each of your turns, you and creatures of your choice within 10 feet of you gain 10 temporary hit points.

Once you use this feature, you can't use it again until you finish a long rest.

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Totems

Earthbind Totem

While this totem is planted, the ground within 15 feet the totem becomes a churning quagmire and is treated as difficult terrain for creatures of your choice.

Once you plant this totem, you can’t plant it again until you finish a short or long rest.

Attunement of Earth Boost: Hungering Earth. When you plant this totem, each hostile creature within 15 feet of the totem must succeed on a Strength saving throw or be restrained. A creature restrained by the terrain can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Elemental Blast Totem

When you plant this totem, choose one type of damage: acid, cold, fire, lightning, or thunder. As a bonus action, you can cause the totem to spit a bolt of elemental energy at a hostile creature you can see within 15 feet of the totem. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of the chosen type.

At Higher Levels. This totem’s damage increases by 1d8 when you reach 5th level (2d8), and again when you reach 11th level (3d8), and 17th level (4d8).

Attunement of Fire: Scorching Blasts. If you choose fire for the totem's damage, it ignores resistance to fire damage and now fires two bolts. Each bolt can target the same or different creatures. Each bolt now deals 1d4 fire damage. When the totem's damage increases, it instead fires two additional bolts.

Elemental Boost: Malleable Blasts. This totem’s damage ignores damage resistance and you add your Wisdom modifier to the damage.

Elemental Resistance Totem

Prerequisite: 7th level
When you plant this totem, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While within 15 feet of this totem, you and your allies have resistance to damage of the chosen type.

Restoration Boost: Surging Waters. When you or an ally take acid, cold, fire, lightning, or thunder damage, you can use your reaction to change the type of resistance granted by the totem to match the incoming damage type.

Farcasting Totem

When you plant this totem, you can either infuse it with a shaman cantrip that you know or spend a spell slot to infuse it with a shaman spell that you know.

While planted, you can cast the infused spell as though you were in the totem’s space, though you must use your own senses. If the spell has a range of touch, you can cast it on a target that you can see within 15 feet of the totem. If the spell has a range of self, you can choose a willing creature that you can see within 15 feet of the totem and treat it as if it were the caster. If the spell requires concentration, you must maintain concentration on it.

This totem lasts up to 1 hour. The totem is dismissed early when you cast the infused spell, unless the spell is a cantrip. Once you plant this totem, you can't plant it again until you finish a short or long rest.

Attunement of Air Boost: Quickened Spell. If the infused spell has a casting time of 1 action, you can instead cast it as a bonus action.

Grace of Air Totem

Prerequisite: 7th level, Attunement of Air
While within 15 feet of this totem, you and your allies have a +2 bonus to ranged attack rolls.

Once you plant this totem, you can’t plant it again until you finish a short or long rest.

Elemental Boost: Buffeting Winds. When you or an ally within 15 feet of the totem hits with a ranged attack, the target can be pushed up to 10 feet away.

Grounding Totem

Prerequisite: 7th level
When you plant this totem, the next spell cast on you or any ally within 15 feet of the totem is subject to counterspell cast as a 3rd level spell. If you are within 15 feet of this totem when it triggers, you can use your reaction to spend a shaman spell slot of 4th or 5th level to increase the level at which counterspell is cast.

Once you plant this totem, you can’t plant it again until you finish a long rest.

Guidance Totem

When you plant this totem, you summon a wise and knowledgeable spirit. You and friendly creatures within 15 feet of the totem have advantage on Intelligence and Wisdom checks as they converse with the spirit to receive guidance and counsel.

Once you plant this totem, you must finish a short or long rest before you can plant it again.

Restoration Boost: Foresight. The spirit also gives guidance to you and each creature of your choice within 15 feet of the totem about a future occurrence. Once, when the creature makes an ability check before they finish a long rest, they can choose to gain advantage on that roll. They must choose to do so before making the roll.

Guardian Totem

When a creature you can see attacks a target other than you within 15 feet of this totem, you can use your reaction to impose disadvantage on the attack roll using a spectral shield of force.

Attunement of Earth Boost: Guardian Spirit. When you use your reaction in this way, the target gains half cover from the shield until the start of their next turn.

Healing Stream Totem

You can use a bonus action to cause a creature of your choice within 15 feet of this totem to regain 1d4 hit point.

At Higher Levels. This totem’s healing increases by 1d4 when you reach 5th level (2d4), and again by 1d4 when you reach 11th (3d4), and 17th level (4d4).

Attunement of Water Boost: Shielding Swells. If a creature is already at maximum hit points when healed by this totem, they gain temporary hit points instead.

Restoration Boost: Gracious Tides. You add your Wisdom modifier to the healing of this totem.

Healing Tide Totem

Prerequisite: 12th Level
When you plant this totem, you and each friendly creature within 15 feet of it regain 3d8 hit points. You can cause this totems healing effect as an action on your turns following planting this totem.

Once you plant this totem, you must finish a long rest before you can plant it again.

At Higher Levels. This totem’s healing increases by 1d8 when you reach 17th level (4d8).

Attunement of Water Boost: Restorative Swell. Creatures healed by this totem gain temporary hit points equal to half the healing they receive.

Restoration Boost: Cloudburst. Any creature healed by this totem when you plant it can choose to immediately expend a number of Hit Dice up to your Wisdom modifier (minimum 1) and restore hit points just as they would after finishing a short rest.

Hungering Spirit Totem

In exchange for power, you and your allies can feed some of your life essence to the spirits conjured by this totem. When you or an ally start their turn within 15 feet of this totem, they can choose to expend a number of Hit Dice up to your proficiency bonus. Until the totem is dismissed, attacks they make deal extra damage equal to the number of Hit Dice spent.

Once you plant this totem, you must finish a long rest before you can plant it again.

Attunement of Fire Boost: Unrelenting Flame. Any creature who expends hit dice when you summon this totem gains a number of temporary hit points equal to a roll of the dice they expended. While they have these temporary hit points, they gain a bonus to attack rolls equal to the number of dice expended.

Enhancement Boost: Bloodlust. When you or an ally hit with an attack while within 15 feet of this totem, you (or they) can choose to expend a Hit Die. Roll the Hit Die and add it to the damage roll.

Lightning Rod Totem

Prerequisite: 7th level
Once per turn, when a hostile creature within 15 feet of the totem is hit with a weapon attack, it takes an extra 1d6 lightning damage.

Once you plant this totem, you must finish a long rest before you can plant it again.

At Higher Levels. This totem’s damage increases by 1d6 when you reach 11th level (2d6), and again when you reach 17th level (3d6).

Attunement of Air Boost: Lingering Static. Whenever a creature takes lightning damage from this totem, they must succeed on a Constitution saving throw or lose their reactions until the start of your next turn.

Elemental Boost: Shock Seeker. When a creature takes the lightning damage caused by this totem, they have disadvantage on Dexterity saving throws against your spells until the start of their next turn.

Enhancement Boost: Thunderous Strikes. When you plant this totem, you can expend a spell slot to increase the damage by a number of d6s equal to the spell slot level.

Resolution Totem

While within 15 feet of this totem, you and your allies have advantage on saving throws made to avoid the charmed or frightened conditions.

Attunement of Water Boost: Calming Waves. The charmed and frightened conditions are repressed on creatures of your choice while they are within 15 feet of the totem.

Restoration Boost: Cleansing Waves. While within 30 feet of the totem, you can use a bonus action to remove one of the following conditions from another creature within 30 feet of the totem: blinded, charmed, deafened, frightened, poisoned, or stunned.

Sanctuary Totem

Prerequisite: 7th level
While this totem is planted, all creatures and objects within 15 feet of the totem are invisible to creatures further than 15 feet away from the totem. The effect ends for 1 minute if a creature within 15 feet of the totem makes an attack or casts a spell.

This totem lasts for up to 8 hours. Once you plant this totem, you must finish a long rest before you can plant it again.

Restoration Boost: Cave of Respite. You and friendly creatures that finish a short or long rest while within 15 feet of this totem gain temporary hit points equal to half your shaman level plus your Wisdom modifier. A creature doesn't receive this benefit if they spend more than 10 minutes outside the effect of this totem during the rest.

Skyfury Totem

Prerequisite: 12th level
Your attacks, and the attacks of friendly creatures within 15 feet of this totem have their critical range increased by 1 to a minimum of 17.

Once you plant this totem, you can’t plant it again until you finish a long rest.

Attunement of Air: Violent Winds. When a creature within 15 feet of this totem is hit by a critical hit, they are pushed up to 15 feet in a direction of your choosing and knocked prone.

Elemental Boost: Seismic Strikes. When a creature under the effects of this totem scores a critical hit with a ranged attack, they can roll one additional damage die when determining the extra damage for the critical hit.

Enhancement Boost: Thundering Blows. When a creature under the effects of this totem scores a critical hit with a melee attack, they can roll one additional damage die when determining the extra damage for the critical hit.

Stoneskin Totem

When you plant this totem, choose one type of damage: bludgeoning, piercing, or slashing. You and your allies have resistance to damage of the chosen type dealt by nonmagical weapons while within 15 feet of this totem.

Enhancement Boost: Earthen Shield. You and your allies have resistance to all bludgeoning, piercing, and slashing damage dealt by nonmagical weapons while within 15 feet of this totem.

Capacitor Totem

Prerequisite: 7th level
As a bonus action, you can detonate this totem. When you do so, the totem is destroyed and creatures of your choice within 15 feet of the totem must succeed on a Constitution saving throw or become stunned until the end of their next turn.

Once you plant this totem, you must finish a long rest before you can plant it again.

Enhancement Boost: Static Charge. Creatures that succeed on their saving throw lose their reactions and have their speed halved until the end of your next turn.

Tempest Totem

Prerequisite: 12th level
When you plant this totem, you can change the weather conditions within 1 mile of the totem, changing the precipitation, temperature, or wind by one stage as if with the control weather spell. This totem lasts 1 hour. When the totem is dismissed, the weather gradually returns to normal.

Once you plant this totem, you must finish a long rest before you can plant it again.

Elemental Boost: Storm Speaker. You can change the weather within 2 miles of the totem and may alter the precipitation, temperature, or wind by up to two stages, instead of one.

Tower Totem

When you plant this totem on a surface, a spectral tower rises from it. The tower is 15-feet wide on each side and rises to a height of your choice up to 30 feet, lifting the totem and anything in its space. The tower stops rising before it reaches 30 feet if it or something on it touches another surface.

Though the tower is magical in nature, it takes on the appearance and feel of the surface it was placed upon and requires a successful DC 10 Strength (Athletics) check to climb. When the totem is dismissed, the tower lowers back to the surface until it disappears.

Enhancement Boost: Sky Scraper. When you plant the totem, you can make the tower rise up to 60-feet high. In addition, you can use an action to change the height of the tower to be between 1 and 60 feet.

Elemental Boost: Lightning Bound. A hostile creature that begins climbing the side of the tower or ends its turn there must each make a Constitution saving throw, taking 3d8 points of lightning damage on a failed save, or half as much on a successful one. If a creature that fails this saving throw had to make a Strength (Athletics) check to climb the tower, it must make a DC 10 Strength (Athletics) check or fall.

Tranquility Totem

Prerequisite: 12th level
While within 15 feet of this totem, a creature can finish a short rest in 1 minute or a long rest in 4 hours. In addition, creatures that need sleep only require half the usual amount. A creature doesn't receive these benefits if it spends more than 10 minutes outside of the totem’s radius during the short or long rest. A creature can only benefit from this totem once between long rests.

This totem lasts 4 hours. Once you plant this totem, you must finish a long rest before you can plant it again.

Attunement of Water Boost: Restful Regrowth. Each creature that finishes a short rest under the effect of this totem gains temporary hit points equal to half of your Shaman level. Creatures that finish a long rest under the effects of this totem gain temporary hit points equal to your Shaman level.

Traversal Totem

When you plant this totem, you can create a stretch of special terrain that begins from where you planted the totem, extending up to 30 feet long and 5 feet wide, shaped in any way you choose. This terrain might manifest itself in the form of vines growing up a wall, tree roots forming a bridge, lily pads or ice floating on water, a path of clouds floating in the air, or some other phenomenon of your choice.

It acts as a solid surface that can be walked and climbed on, though any creature can freely pass through it if they choose to. The terrain disappears when the totem is dismissed.

Attunement of Earth Boost: Solid Ground. You and your allies can't be knocked prone or moved against your will while on the terrain.

Elemental Boost: Earth Shaper. The stretch of terrain can be up to 60 feet long.

Enhancement Boost: Zephyr Steps. You and your allies have advantage on Dexterity (Acrobatics) checks while on the special terrain. In addition, climbing the terrain doesn't cost you or your allies extra movement.

Volcanic Totem

Prerequisite: 7th level
When you plant this totem, it begins glowing with malevolent orange light. As an action, you can cause it to erupt in an explosion of fire. Each creature within 15 feet of the totem must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on a successful one. The totem is dismissed when you do this.

Once you plant this totem, you must finish a long rest before you can plant it again.

At Higher Levels. This totem’s damage increases by 1d6 when you reach 11th level (9d6), and again when you reach 17th level (10d6).

Attunement of Fire Boost: Seismic Flare. When you cause the totem to erupt, you can use your reaction to give one creature within the radius disadvantage on the saving throw and another creature to be immune to the damage from the totem.

Elemental Boost: Lava Bed. After you use your action to cause the totem to erupt, the area within 15 feet of the totem becomes difficult terrain until the end of your next turn. The first time any creature enters the area or ends its turn there, it takes 1d6 fire damage. A creature can take this damage only once per turn.

Voodoo Totem

When you plant this totem, choose an Ability. Creatures of your choice within 15 feet of this totem have disadvantage on ability checks made with the chosen ability.

Enhancement Boost: Grave Strikes. Once per turn, when a friendly creature within 15 feet of the totem hits a hostile creature within 15 feet of the totem, the hostile creature takes an extra 1d6 necrotic damage. This damage increases to 2d6 at 11th level.

Restoration Boost: Wellspring. Once per turn, when a friendly creature within 15 feet of the totem hits a hostile creature within 15 feet of the totem, the friendly creature regain 1d6 hit points. This healing increases to 2d6 at 11th level.

Windfury Totem

Prerequisite: 12th level
While within 15 feet of this totem, you and your allies gain a +1 bonus to AC and may make one additional weapon attack whenever taking the Attack action.

This totem lasts until the end of your next turn. Once you plant this totem, you must finish a long rest before you can plant it again.

Attunement of Air Boost: Windlord's Strikes. Creatures under the effect of this totem deal an additional 1 damage with attacks they make for each attack they've made in a turn.

Enhancement Boost: Static Frenzy. Creatures under the effect of this totem have advantage on Dexterity ability checks and saving throws.

Wind Rush Totem

While within 15 feet of this totem, you and your allies can take the Dash action as a bonus action. When you and your allies within 15 feet of this totem take the Dash action, your speed is increased by 10 feet.

Attunement of Earth Boost: Strengthened Stride. Creatures that take the Dash action while within 15 feet of this totem, you gain a +1 bonus to their AC until the start of their next turn.

Enhancement Boost: Spirit Walk. When you and your allies take the Dash action while within 15 feet of this totem, you also benefit from the Disengage action.

Shaman - Full Caster(WoW 5e) by Iriazi (14)Shaman - Full Caster(WoW 5e) by Iriazi (15)

Spells

Spells with a ✦ appear later in this section.

Cantrips
  • Acid Splash
  • Booming Blade
  • Control Flames
  • Frostbite
  • Green Flame Blade
  • Guidance
  • Gust
  • Lightning Lure
  • Lightning Strike✦
  • Message
  • Mold Earth
  • Produce Flame
  • Resistance
  • Shape Water
  • Spare the Dying
  • Thunderclap
1st level
  • Absorb Elements
  • Burning Hands
  • Chromatic Orb
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Poison and Disease
  • Earth Shock✦
  • Earth Tremor
  • Find Familiar
  • Flame Shock✦
  • Frost Shock✦
  • Healing Word
  • Ice Knife
  • Identify
  • Lightning Shield✦
  • Protection from Evil and Good
  • Thunderous Smite
  • Thunderwave
  • Witch Bolt
2nd level
  • Aganazzar’s Scorcher
  • Augury
  • Continual Flame
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Flaming Sphere
  • Gentle Repose
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Acid Arrow
  • Maximilian’s Earthen Grasp
  • Scorching Ray
  • See Invisibility
  • Skywrite
  • Snilloc’s Snowball Swarm
  • Spike Growth
  • Warding Wind
3rd level
  • Call Lightning
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Earthen Spike✦
  • Elemental Weapon
  • Erupting Earth
  • Haste
  • Lava Burst✦
  • Melf’s Minute Meteors
  • Magic Circle
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Speak with Dead
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th level
  • Chain Heal✦
  • Conjure Minor Elementals
  • Control Water
  • Death Ward
  • Divination
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Thunderstorm✦
  • Wall of Fire
  • Watery Sphere
5th level
  • Awaken
  • Commune
  • Conjure Elemental
  • Contact Other Plane
  • Control Winds
  • Dispel Evil and Good
  • Greater Restoration
  • Hallow
  • Legend Lore
  • Maelstrom
  • Planar Binding
  • Raise Dead
  • Reincarnate✦
  • Scrying
  • Sundering✦
  • Transmute Rock
  • Wall of Stone
6th level
  • Bones of the Earth
  • Chain Lightning
  • Find the Path
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Otiluke's Freezing Sphere
  • Primordial Ward
  • Wall of Ice
  • Wind Walk
7th level
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Sequester
  • Spirit Link✦
  • Symbol
  • Whirlwind
8th level
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Tsunami
9th level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Storm of Vengeance

Lightning Strike

Evocation cantrip

  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bolt of lightning at a target within range. Make a ranged spell attack roll against the target. You have advantage on the attack roll if the target is wearing armor made of metal or is made primarily of metal. On a hit, the target takes 1d8 lightning damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Earth Shock

1st-level evocation

  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You extend you hand an manifest a bolt of rock and earth and send it hurling at a creature you can see within range. The target must make a Dexterity saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

A creature damaged by this spell has disadvantage on a concentration check made as a result of the damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Flame Shock

1st-level evocation

  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You extend you hand an manifest flames around a creature you can see within range. The target takes 1d6 fire damage and begins to burn. A creature that burns because of this spell can extinguish the flames using their action to make a Dexterity check against your spell save DC. If a creature is burning, they take 1d6 fire damage at the end of their turn.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

Frost Shock

1st-level evocation

  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You extend you hand an manifest ice around the legs of a creature you can see within range. The target must make a Strength saving throw. It takes 2d10 cold damage on a failed save, or half as much damage on a successful one. A creature that fails their saving throw has their speed reduced to 0 until the start of your next turn.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

Lightning Shield

1st-level abjuration

  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: S
  • Duration: 10 minutes (c)

You call upon the element of air and surround a friendly target within range with a field of crackling electricity. Until the spell ends, the target gains a +1 bonus to their AC and when a creature hits it with a melee attack, that creature takes 1d4 lightning damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Earthen Spike

3rd-level transmutation

  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a granite pebble)
  • Duration: 1 hour (c)

You place your hand on the ground and evoke the element of earth, erupting a spike of earth at a point within range. A 5-foot radius, 15-foot high spike of earth erupts from that point. Each creature within that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much damage on a success. Each creature affected by this spike is pushed away from the point of the spell to the nearest empty space. A creature who failed the saving throw falls prone.

The earthen spike remains for the duration of the spell or until your concentration is broken at which point it crumbles, leaving its area as difficult terrain. When it crumbles, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Lava Burst

3rd-level evocation

  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You call forth a slab of molten earth from the elemental planes and send it flying towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 fire damage.

If the target is burning as a result of the flame shock spell that you cast, it takes an additional 2d6 fire damage.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Chain Heal

4th-level evocation

  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You cause a deluge of restorative water to rush between creatures you can see. Choose a creature you can see within range. It recovers hit points equal to 3d8 + your spellcasting ability modifier. The water then rushes to another creature within 15 feet and restores 2d8 hit points. A third creature within 15 feet of the last then recovered 1d8 hit points.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the initial healing increases by 1d8 and it can jump to one addition creature.

Thunderstorm

4th-level evocation

  • Casting Time: 1 Action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You erupt with thunderous might, knocking enemies away from you. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 5d8 thunder damage, and be pushed 15 feet away from you. A creature that succeeds on its saving throw takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Reincarnation

5th-level necromancy

  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a bejeweled ankh worth 500 gp)
  • Duration: 10 days

You protect your soul with the power of the elements. If you die during the spell's duration, you are instantly returned to life with half your hit points and the material component of the spell is consumed.

This spell neutralizes any poisons and cures normal diseases afflicting you when you died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to dying, they still afflict you.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. You take a −2 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

This spell ends prematurely if its material component is ever not on your person. If you are brought back from the dead by this spell while you still have a penalty from a previous reincarnation, the penalty is cumulative.

Sundering

5th-level evocation

  • Casting Time: 1 Action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

You strike the earth, and explosively sunder the ground in a line originating from you that is 60 feet long and 5 feet wide. The line follows the elevation of the ground, even travelling up walls or down cliffs. Each target within 5 feet of this line must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

In addition, the ground in the sundered line becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each level above 5th.

Spirit Link

7th-level abjuration

  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 Minute (c)

You call upon ancestral power to link together the spirits of allies for protection. Choose any number of creatures within range. For the duration, you and any target of this spell are linked together. Whenever a linked creature takes damage, that damage is instead split amongst all of the linked creatures evenly. If damage cannot be split evenly, whatever creature has the highest total hit points takes the largest amount.

If a linked creature would be reduced to 0 hit points, but not outright killed, they instead gain hit points equal to your shaman level and are severed from the link of this spell. Whenever a creature is severed from the link of this spell, you must make a concentration check to maintain concentration on this spell.

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Shaman

Ancestral Empowerment

Prerequisite: 5th level
You gain an additional spell depending on which element you are attuned to:

  • Attunement of Air. Lightning Bolt
  • Attunement of Earth. Slow
  • Attunement of Fire. Fireball
  • Attunement of Water. Spirit Shroud (cold damage only)

You are able to cast the spells you gain from this talent once without expending a spell slot. You must finish a long rest before you can cast the spell in this way again.

Elemental Fury

Prerequisite: 5th level, Elemental
You can now hold an additional 2 Fulminating charges and can spend an additional 1 when using them. You can add your Wisdom modifier to the damage of your Fulmination feature.

Windfury Weapon

Prerequisite: 5th level, Enhancement
You gain an additional option for your Imbue Weapon feature. Additionally, you gain 1 more use of your Imbue Weapon feature between rests.

Windfury Weapon. Attacks with this weapon score a critical hit on a 19 or 20 and deal an additional 1d6 bludgeoning damage on a hit. On a critical hit, the additional damage dice from this talent can be rerolled on a result of 6, adding the new result onto the total damage.

Resonant Waters

Prerequisite: 5th level, Restoration
You can spend two charges of your Guiding Tides to empower a spell of 1st level or higher that heals a creature. An empowered spell gives any creatures affected by the spell temporary hit points equal to your Wisdom modifier.

Additionally, once while your Riptide feature is active, you can use your bonus action to empower the feature until the end of your next turn. While empowered, Riptide's healing dice become d6s.

Totemic Recall

Prerequisite: 10th level
As an action, you can regain the use of one of your totems that requires a short rest to reuse.

Once you use this talent, you must finish a long rest before using it again unless you expend a spell slot of 4th level or higher to use it again.

Eye of the Storm

Prerequisite: 10th level, Elemental
Whenever you or a totem you control scores a critical hit, you gain 2 Fulminating charges.

Additionally, as a bonus action, you can empower your Fulminating Charges, gaining a number of them equal to your proficiency bonus and until the end of your turn when you spend Fulminating Charges, they deal an additional die of damage.

Once you use this talent, you must finish a long rest before using it again unless you expend a spell slot of 4th level or higher to use it again.

Crash Lightning

Prerequisite: 10th level, Enhancement
As an action, you slam your weapon down and send out a burst of lightning. Creatures within a 15-foot cone in front of you must make a Constitution saving throw. A creature takes lightning damage equal to 3d10 + your shaman level on a failed save or half as much damage on a success. A creature that fails their saving throw also becomes conductive until the end of your next turn. Whenever you hit a conductive creature with a weapon attack, it deals an additional 1d6 lightning damage to that creature, and any others within 5 feet of it (except for you).

Once you use this talent, you must finish a long rest before using it again unless you expend a spell slot of 4th level or higher to use it again.

Wavespeaker's Blessing

Prerequisite: 10th level, Restoration
When your Deep Healing feature triggers additional healing on a creature below half of their hit point maximum, an additional creature within 10 feet of the target regains hit points equal to half your shaman level.

Additionally, as an action, you can expend water droplets from your Guiding Tides feature to replenish your strength. You can recover an expended spell slot. The level of the spell slot equals 1 for every 3 water droplets you expend, up to a maximum of 12 droplets.

Once you use this talent, you must finish a long rest before using it again.

Mana Spring Totem

Prerequisite: 15th level
This totem lasts until the start of your next turn. A creature within 5 feet of the totem can use an action to channel magic from the totem to restore their power. The creature regains either a spell slots of a level up to 5th, or the use of a talent or feature that could be recovered on a short rest.

A creature can only benefit from a Mana Spring Totem once between long rests regardless of the shaman that places it.

Once you place this totem, it can't be placed again until you finish a long rest.

Magma Elemental Totem

Prerequisite: 15th level, Elemental
When you plant this totem, a Fire Elemental is summoned to fight along side of you. The elemental is friendly to you and your allies and follows your commands (no action required) for the duration of the totem. The elemental remains for the duration of the totem or until it is reduced to 0 hit points. It acts at the end of your turn in initiative.

Elemental Boost: Lava Surge. While within 15 feet of the elemental, you have advantage on spell attack rolls and if you deal fire damage to a creature, you deal additional fire damage equal to half your shaman level.

This totem lasts a number of rounds equal to your Wisdom modifier.

Once you place this totem, it can't be placed again until you finish a long rest.

Storm Elemental Totem

Prerequisite: 15th level, Enhancement
When you plant this totem, an Air Elemental is summoned to fight along side of you. The elemental is friendly to you and your allies and follows your commands (no action required) for the duration of the totem. The elemental remains for the duration of the totem or until it is reduced to 0 hit points. It acts at the end of your turn in initiative.

Enhancement Boost: Stormflurry. While within 15 feet of the elemental, you have advantage on melee attack rolls and when you hit a creature with an attack, it deals additional lightning damage equal to your Wisdom modifier.

This totem lasts a number of rounds equal to your Wisdom modifier.

Once you place this totem, it can't be placed again until you finish a long rest.

Tidal Elemental Totem

Prerequisite: 15th level, Enhancement
When you plant this totem, a Water Elemental is summoned to fight along side of you. The elemental is friendly to you and your allies and follows your commands (no action required) for the duration of the totem. The elemental remains for the duration of the totem or until it is reduced to 0 hit points. It acts at the end of your turn in initiative.

Restoration Boost: Torrent. While within 15 feet of the elemental, your Riptide dice become d8s and whenever you restore hit points with a spell, feature, or totem, you restore additional hit points equal to your proficiency bonus.

This totem lasts a number of rounds equal to your Wisdom modifier.

Once you place this totem, it can't be placed again until you finish a long rest.

Shaman - Full Caster(WoW 5e) by Iriazi (2024)

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