By calling on their spiritual power, restoration shaman can restore health to injured allies.
Shaman Level - Spells
3rd - Calm Emotions, Wellspring
5th - Aura of Vitality, Chain Heal
7th - Aura of Purity, Control Water
9th - Maelstrom, Tranquil Rain
When you choose this specialization at 3rd level, you learn how to call upon the elements for aid when your allies are near death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of shaman cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Also at 3rd level, you can invoke the elements to safeguard your allies. When another creature you can see within 60 feet of you takes damage, you can use your reaction to reduce that damage by 2d6 plus half your shaman level. In addition, you can choose to apply one of the following elemental effects:
Air Shield : If you used this reaction in response to a melee attack, the attacker must make a successful Strength saving throw or be pushed straight backwards 15 feet.
Earth Shield : The defended creature regains hit points equal to the amount by which you reduced the damage.
Fire Shield : If you used this reaction in response to a melee attack, the attacker must make a successful Dexterity saving throw or take fire damage equal to the amount by which you reduced the damage, or half as much damage on a successful save.
Water Shield : The defended creature has advantage on the next saving throw it makes before the end of its next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Beginning at 6th level, whenever you use a spell of 1st level or higher to restore hit points to more than one creature, all affected creatures regain additional hit points equal to 2 + the spell's level.
At 14th level, you can replenish the spirits of nearby allies with a swell of restorative energy. As an action, choose a number of creatures within 60 feet that you can see, up to your proficiency bonus. For each target, roll 1d4 and choose one of the following effects:
The creature regains one expended spell slot, the level of which equals their number rolled or lower (the creature's choice).
The creature regains hit points equal to your proficiency bonus, and can choose to spend hit dice to regain hit points as if they completed a short rest. It can spend a number of hit dice up to the number you rolled (the creature's choice).
You can use this feature once, and regain the ability to use it again when you finish a long rest.
When you reach 18th level, you can extend the protective elemental energy you invoke to safeguard your allies. As a bonus action on your turn, you can expend a use of Elemental Aegis and ward a creature you can see within 60 feet. For 1 minute, you can use your reaction to defend the warded target with your Elemental Aegis feature without expending its uses. You can only ward one creature at a time with this feature, but can continue to use Elemental Aegis to defend other creatures, expending uses as normal. You can use Resurging Elements again to ward a new creature, ending the ward on the previous target.