Focus on binding elemental nature spirits to sacred totems, allowing their presence to manifest and influence the surrounding area.
Level 3
Elemental Totem.
Action: Summon or dismiss an elemental totem within Reach 3 to manipulate the surrounding forces of nature.
Your totem is stationary and has 1 HP. Its elemental power ends when combat ends or when dismissed.
Maximum 1 totem at a time.
At the start of your turn, each totem activates :
- Totem of Fire : LVL+KEY fire damage to everyone within Reach 2.
- Totem of Ice : Grants LVL Temp HP to everyone within Reach 2.
- Totem of Lightning : Dazed the closest creature within Reach 2.
- Totem of Wind : +2 or -2 speed to everyone within Reach 2.
Ritual of Elemental Spirit.
During a Field Rest (or Safe Rest), choose an element :
- Fire, Ice, Lightning, Wind.
For that element’s totem, you choose who is affected.
If resting near a natural source of that element, you may see and speak with an elemental spirit of that element.
Level 7
Totem Control.
(1/Turn) You may spend 1 action to allow one of your totems to cast one of its element cantrips, using your stats.
Totem Improvement.
You may summon 2 totems instead of 1 (once per element).
Level 11
Elemental Empowerment.
While you or allies within Reach 2 of a totem cast a damaging spell of that totem's element, the damage is with advantage.
Totem Improvement.
You may summon 3 totems instead of 2 (once per element).
Level 15
Totem Improvement.
You may summon all 4 totems (once per element).
Totem Protection.
While you or allies within Reach 2 of a totem would take damage of its element, the damage is with Disadvantage.
Totem Warpgate.
(1/Ritual of Elemental Spirit) While within Reach 2 of a totem, you may teleport within Reach 2 of another totem. Both totems must be within Reach 12 of each other.