For millennia, since the primitive tribal cultures of Azeroth and Draenor, the natural elements of the physical universe have been celebrated, feared, and even worshiped. Mystics sought communion with the earth, air, fire, and water, and learned to tap into their raw power. In time, these spiritual guides came to understand that nature’s elemental forces aren’t wholly benevolent, but have, in fact, been locked in an unending conflict of chaos and primal fury that once consumed the physical realm. So began the calling of the Shaman, to bring balance to these volatile energies, leveraging their intensity to mend wounds... or inflict them.
As a Shaman, you gain the following:
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
Armor : Light Armor, Medium Armor, Shields
Weapons : Simple Weapons
Tools : N/A
Saving Throws : Wisdom, Charisma
Skills : Choose 2; Arcana, History, Insight, Medicine, Nature, Persuasion, Religion, and Survival
You can speak, read, and write Kalimag, the sacred language of elementals. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
As a conduit for elemental power, you can cast shaman spells.
At 1st level, 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.
The Shaman table shows how many spell slots you have to cast your shaman spells of 1st 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.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
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, as shown on the table. For instance, when you reach 3rd level in this class, you can 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.
Wisdom is your spellcasting ability for your shaman spells. Your magic comes from your devotion to the elements. 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
You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a shamanic totem as a spellcasting focus for your shaman spells.
Also at 1st level, you can align your spirit with one of the elements. Choose one of the elemental attunements listed below. You can change your attuned element whenever you finish a long rest.
Air : When you make a Dexterity check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your AC against ranged weapon attacks equal to your Wisdom modifier (minimum of +1).
Earth : When you make a Strength check, you can roll a d4 and add the number rolled to the ability check. While you aren't wearing heavy armor, you also subtract your Wisdom modifier (minimum of 1) from any bludgeoning, piercing, and slashing damage that you take.
Fire : When you make a Charisma check, you can roll a d4 and add the number rolled to the ability check. You also gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1).
Water : When you make a Wisdom check, you can roll a d4 and add the number rolled to the ability check. You also subtract your Wisdom modifier (minimum of 1) from any acid, cold, fire, lightning, or thunder damage that you take.
Beginning at 2nd level, you can summon an totem which channels the power of the elements. Using a shamanic totem, you can take a bonus action to magically summon a Small elemental totem in an unoccupied space on a horizontal surface within 30 feet of you.
You may summon up to 2 totems, and regain all summonable totems when you finish a short or long rest. Beginning at 7th level, you can use your Totemist feature three times between rests, and beginning at 15th level, you can use it four times between rests. When you finish a short or long rest, you regain your expended uses. You can have only one elemental totem summoned at a time; an existing totem is destroyed if you use this feature again to summon a new one.
The totem is a magical object. It has an AC of 18 and a number of hit points equal to five times 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). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action.
You choose whether to summon a totem of air, earth, fire, or water. At the end of your turn, you can choose to use one of the element's listed totem powers. Totem powers use your shaman spell attack modifier and spell save DC, and have a range of 30 feet. Totem powers that involve rolling 1d4 roll additional dice as you gain shaman levels: 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Totems of air can strike enemies with crackling lightning and heighten the agility of your allies.
Stormlash : Make a ranged spell attack roll against a creature you can see within the totem's range. On a hit, the target takes lightning damage equal to 1d4 + your Wisdom modifier, and it can't take reactions until the start of its next turn.
Windwalk : Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature adds 10 feet to its movement speed, and its movement doesn't provoke opportunity attacks, until the end of its next turn.
Totems of earth can incapacitate enemies with grasping vines and grant allies great resilience.
Earthgrab : Choose a creature you can see within the totem's range, which must be within 5 feet of the ground. The creature must succeed on a Strength saving throw or be restrained by the vines until the end of your next turn.
Stone Bulwark : Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature gains temporary hit points equal to 1d4 + your Wisdom modifier.
Totems of fire can bless your allies' weapons with searing flame, or radiate blazing heat to burn your enemies.
Fire Nova : Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature must make a Constitution saving throw. On a failed save a target takes 1d4 fire damage, or half as much damage on a successful one.
Flametongue : Choose a creature you can see within the totem's range. The next successful weapon attack that creature makes, until the end of its next turn, deals additional fire damage equal to 1d4 + your Wisdom modifier.
Totems of water can restore the vitality of your allies or freeze your enemies with chilling ice.
Healing Stream : A creature you can see within the totem's range to regains hit points equal to 1d4 + your Wisdom modifier. This power can restore a creature to no more than half of its hit point maximum, and has no effect on undead or constructs.
Icechill : Choose a number of creatures you can see within the totem's range, up to your proficiency bonus. Each creature must succeed on a Constitution saving throw or take 1d4 cold damage, and have its speed reduced by 10 feet until the end of your next turn.
At 3rd level, you choose a specialization which focuses your growing mastery over the elements. Choose one of the following:
The specialization you choose grants you features at 3rd level and again at 6th, 14th, and 18th level.
Each specialization has a list of spells - its specialization spells - that you gain at the shaman levels noted in the specialization description. These spells count as shaman spells for you, but don't count against the number of shaman spells you know. These spells can't be replaced when you gain a level in this class.
Beginning at 10th level, you gain the following benefits:
The range at which you can summon your totem, and the range of totem powers, increases to 60 feet.
You can use a bonus action to move your totem to an unoccupied space on a horizontal surface within 60 feet of you.
You can cast spells as though you were in your totem's space, though you still use your own senses.
When you reach 20th level, you can assume the form of a mighty elemental avatar. You can use your action to cast Investiture of Flame, Investiture of Ice, Investiture of Stone, or Investiture of Wind without expending a spell slot and without requiring concentration. While using this feature, you can use the investiture's special action once on your turn for free, without using an action. In addition, when you cast a spell using a spell slot it is cast one spell level higher, to a maximum of 9th level.
Once you use this feature, you can't use it again until you finish a long rest.
This section will list off all the spells the Shaman can utilize, as well as link off to the various spells on the list.