Enhancement shaman call on the spirits to aid them in battle directly, enhancing their blows with elemental power.
Shaman Level - Spells
3rd - Searing Smite, Thunderous Smite
5th - Blur, Enhance Ability
9th - Haste, Spirit Beast
13th - Fire Shield, Stoneskin
17th - Destructive Wave, Sundering
When you choose this specialization at 3rd level, you gain proficiency with martial weapons. When wielding a weapon you are proficient with, you can use it as a spellcasting focus for your shaman spells.
In addition, you may use your Wisdom modifier instead of Dexterity for the purposes of determining your AC. You still must respect the limitations, conditions, and restrictions of any armor you wear. In particular, if your armor limits the maximum Dexterity modifier you may apply to your AC, that limitation also applies to your Wisdom modifier.
Finally, you refer to the Enhancement Spellasting table to determine your spells known and spell slots gained whenever you gain a level in this class. You otherwise follow the rules for shaman spellcasting as described earlier in the class description.
Also at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon. In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands.
Finally at 3rd level, you learn one of the following cantrips: Acid-Bite Blade, Booming Blade, Chilling Blade, or Green-Flame Blade. These cantrips don't count against your number of cantrips known. You gain another cantrip from this list at 7th, 11th, and 15th level, or another shaman cantrip of your choice if you've already learned all four.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In addition, when you take the Attack action you may replace one of the attacks with casting a shaman cantrip
When you reach 14th level, your relationship with the elements is strengthened. When you finish a long rest you can choose two Elemental Attunement options.
In addition, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage of type acid, cold, fire, lightning, or thunder (your choice).
Beginning at 18th level, when you take the Attack action on your turn, you may replace one of the attacks with casting a shaman spell that has a casting time of 1 action. You may only replace at most one attack on your turn with a spell using this ability or Windfury.