The primal magic of elemental shaman can be used to damage enemies from afar with lightning strikes, earthquakes, and lava bursts.
Shaman Level - Spells
3rd - Earthen Grasp, Flaming Sphere
5th - Erupting Earth, Lightning Bolt
7th - Thunderstorm, Wall of Fire
9th - Conjure Elemental, Control Winds
When you choose this specialization at 3rd level, you learn one additional shaman cantrip of your choice.
Also at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with the elemental spirits. During a short rest, you choose expended spell slots to recover. The spell slots can have 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. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level shaman, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Beginning at 6th level, your spells surge with reverberating power. When you roll damage for a shaman spell and roll the highest number possible on any of the dice, roll those dice again and add those rolls to the damage. You may only reroll each die once with this feature.
When you reach 14th level, by force or friendship, you have earned the loyalty of powerful elemental spirits. Any elemental summoned or created by a spell that you cast gains the following benefits while under your control:
Its hit point maximum is increased by an amount equal to your shaman level.
When it makes an attack, you can replace its natural attack modifier with your spell attack modifier.
It adds half your proficiency bonus to its damage rolls.
The damage from its attacks is considered magical.
In addition, whenever you start casting such a spell, you can modify it so that its cast time becomes 1 action and it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
At 18th level, when you cast a spell, you can choose to overload yourself with elemental might. During this turn, you have advantage on any spell attack rolls made for the spell, any saving throws made against the spell have disadvantage, and the spell deals maximum damage. After using this feature, you can't cast spells until the end of your next turn.
Once you use Elemental Overload, you can't use it again until you finish a long rest.