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The Totemcarver possesses a unique and intricate skill set, allowing them to craft wooden totems adorned with complex patterns. When infused with willpower, these totems have the remarkable ability to send ripples through the fabric of reality, manifesting powerful and diverse effects.
Mastering the art of totem carving and activation demands a dexterous touch and unparalleled control. Only a select few possess the capability to wield this artistry, but those who do can carve totems that become versatile tools in their hands. Some totems hold the power to restore vitality, while others can unleash deadly curse, and still others might bend the flow of time to their favor.
This craft combines craftsmanship and arcane mastery, making Totemcarvers a unique and coveted presence in the world of magic and creation.
You gain the ability to carve any Totem from the Novice Totem list.
Your Power for your Totem ability is determined by your Agility score plus your level.
Carving a Totem is a time-consuming process that typically requires 12 hours to complete. However, it doesn't need to be done in a single session; you can work on it intermittently. During a long rest, you can dedicate 2 hours to this process without affecting the quality of your rest.
You can craft any Totem you know as many times as you like, as long as you have a sufficient amount of wood, typically a 25 cm cube (10 inches), to create them.
To activate a totem, it must be in touching range and you must spend the specified action points and Willpower cost. Once a Totem has been activated, it cannot be used again until you take a long rest.
Totem effects always use the Totem as a point of reference for distance and areas of effect. Totems can only affect creatures that you have line of sight to.
Totem can be destroyed, they have a Defense equal to your power and a health pool with three times your Spellpower in hit points.
If you learn this at level 1, you begin with three Totems of your choice already carved and ready for use.
You can know carve Totems from the Apprentice Totem list.
Whenever you activate a Totem, you can choose to activate two Totems simultaneously and stack them as one. The stacked Totem temporarily created this way triggers the effects of both Totems and provides an additional effect based on the Totem Schools if they are different:
Celestial + Infernal:
Positive Effects only target allies while negative effects only target enemies.
Celestial + Life:
Occurrences and durations are increased by 1.
Celestial + Death:
Whenever a creature deals damage to a creature shielded by your Totem, the Lightwall, or a creature benefiting from Timewarping, they take 1d6 psychic damage.
Infernal + Life:
Effects that would normally restore health are altered to deal decay damage instead, and the Life Line Totem duplicates effects rather than distributing them.
Infernal + Death:
Creatures being affected by the Totem also take 1d6 Psychic damage as the profane nature of the Totem assaults their mind.
Life + Death:
You regain health equal to half of the damage the Totem inflicts, the amount your regain cannot exceeding your Spellpower per turn.
You can now carve Totems from the Journeyman Totem list, and you have gained the ability to activate totems without physical contact, as long as they are within your line of sight.
You can now craft Totems from the Master Totem list. Whenever you create a Totem synergy, you can regain 2 Willpower Point and 2 Action Points.
Action Point: 2 // Willpower: 2
Celestial
Upon activation, it must be placed on the ground. The Totem creates a 3-meter square wall of light, positioned 1 meter in front of it. The wall is removed when the totem is moved.
This wall is impassable and cuts line of sight but can be destroyed. It has a Defense equal to your Power and a health pool of four times your Power in hit points.
Action Point: 2 // Willpower: 4
Duration: 4 turns
Life
After this Totem is activated, and at the end of each of your turns, it restores health equal to half your Spellpower to all creatures within 6 meters (20 feet) of it.
Action Point: 2 // Willpower: 2
Duration: 3 turns
Infernal
After this Totem is activated, whenever a creature within 6 meters (20 feet) attempts to take the move action, they must make a Wits saving throw. On a failed save, the move action fails, the action point is spent, and the creature does not move.
Action Point: 2 // Willpower: 4
Duration: 3 turns
Death
When activating this Totem, it must be place on the ground, choose a creature within 9 meters (30 feet). As long as the creature remains within 9 meters (30 feet) of this Totem, it loses health equal to your Power at the end of each of its turns for 4 turns.
Action Point: 2 // Willpower: 2
Infernal
When activating this Totem, choose a creature within 9 meters (30 feet). As long as the creature remains within 9 meters (30 feet) of this Totem, you have advantage on all skill checks, while the chosen creature has disadvantage on all skill checks.
Each time you or the affected creature makes a skill check, the affected creature must make an intelligence saving throw. On a successful save, they break the Totem's effect and become aware of what has happened.
Action Point: 2 // Willpower: 2
Death
When activating this Totem, it must be placed on the ground. All organic matter placed within 2 meters (6 feet) of it while it is active is instantly consumed and converted into dirt.
This does not affect living creatures and lasts until the Totem is moved.
Action Point: 2 // Willpower: 6
Celestial
After this Totem is activated, whenever a creature within 9 meter (20 feet) is hit by an attack, they gain a 2d6 + your Power Shield before the attack hits. This can only occur 4 times before the totem deactivates.
Action Point: 2 // Willpower: 6
Life
After this Totem is activated, whenever a creature within 9 meter (20 feet) is hit by an attack, they regain 2d6 + your power health afterward. This can only occur 4 times before the totem deactivates.
Action Point: 2 // Willpower: 6
Duration: 10 minutes
Infernal
Upon activation, it must be placed on the ground, and you must choose up to 8 creatures. The selected creatures become invisible to all creatures as long as they remain within 9 meters (30 feet) of the Totem.
Invisible creatures become visible again to any creature they take a hostile action toward, and only that creature.
Action Point: 2 // Willpower: 6
Duration: 4 turns
Death
After this Totem is activated, and at the end of each of your turns, it deals damage equal to 1d6 + half your Power as Decay to all creatures within 6 meters (20 feet) of it.
Action Point: 2 // Willpower: 4
Celestial
Upon activation, it must be placed on the ground. The Totem creates an illusion of your choice that fits within a 2-meter (6 feet) radius from the Totem.
The illusion can be anything you imagine but lacks smell, sound, or physical consistency. If it is something animated, it repeats the same movements in a 10-second loop.
Creatures can make Intelligence or Wits checks against your power to attempt to discern whether it is an illusion or not.
The illusion fails to hold under physical touch and is dispelled if the totem is moved.
Action Point: 2 // Willpower: 4
Duration: 12 hours
Life
Upon activation, it must be placed on the ground, and it creates a small hollow tree. The tree is 12 meters tall, with the inside forming a 5-meter (15-foot) diameter and 2-meter (7-foot) high space.
The Totem Carver can open and close this space at will, and when closed, creatures will perceive it as a normal tree.
The creation of the treehouse fails if there is insufficient space or if the tree does have soil.
Action Point: 2 // Willpower: 4
Death
When activated, all creatures within 5 meters (15 feet) of the Totem take 2d6 + your power in decay damage.
Action Point: 2 // Willpower: 2
Life
When activating this Totem, it must be placed on the ground. Choose two creatures within 5 meters (15 feet). As long as the creatures remain within 5 meters (15 feet) of this Totem, all damage taken and health restored is redistributed equally between the two creatures.
Action Point: 2 // Willpower: 10
Duration: 4 turns
Celestial
When activated, all creatures that start their turn within 5 meters (15 feet) of this Totem gain 2 Action Points.
Action Point: 2 // Willpower: 6
Infernal
When activating this Totem, it must be placed on the ground. All creatures within 5 meters (15 feet) have their souls bound to the Totem. Soulbound creatures cannot move further than 5 meters (15 feet) from the totem.
At the start of each of their turns, they can attempt a Wits or Strength check with disadvantage against your power to escape the effects of the Totem.