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Shaman— Tradition of —Totems

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 : 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.