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Wulla

Dawnforged Shaman 13 Class & Level
Background
Redback Orc Race
N/G Alignment

Strength 14
+2
Dexterity 10
+0
constitution 12
+1
intelligence 10
+0
wisdom 20
+5
charisma 8
-1
Total Hit Dice 13
Hit Die
1d8+1
+5 proficiency bonus
+2 Strength
+0 Dexterity
+1 Constitution
+0 Intelligence
+9 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+5 Animal Handling
+0 Arcana
+2 Athletics
-2 Deception
+0 History
+10 Insight
-2 Intimidation
+0 Investigation
+10 Medicine
+5 Nature
+5 Perception
-2 Performance
-2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills Orcish, Common, Primordial, Spirit Walk, +10 Riding Vaernid, -2 Swim, Specialty - Totemic Elemental ism, Powerful Build (LG for carrying/push/drag), Darkvision 60' proficiencies

 
13
Armor Class
78
Hit Points
+0
Initiative
30
Speed
Everburning Torch Spear 1d20+5 1d8+2
Javelins 1d20+5 1d6+2
Ritual Dagger 1d20+5 1d4+2
Primal Savagery 1d20+10 3d10 Acid Damage
Attacks
+10 Insight
+10 Medicine
+7 Survival
+5 Nature
+5 Animal Handling
+5 Perception
Proficiences
Chromatic Orb - Elemental Damage of Choice | 1d20+10 | 7d8
Elemental Blast Totem | 1d20+10 | 3d8+5
Traversal Totem
Tower Totem
Stoneskin Totem
WIndfury Totem
Tempest Totem
Spellcasting
Leather Armor
Explorer's Pack
Totemic Focus
Amulet of Protection +1
Precious Stones
2 Citrine, 2 Rose Quartz, 2 Bloodstones
Pocket Sand
Tiny Earth Elemental
Woodcarver's Tools
Ornate necklace, Robe
Attraction of Nature (book)
Firestarter Book of Blessings (book: +1 Level to fire spells cast)
Bag of Holding
6 Bags of Fertlilizer
Dragon-Wing Cloak
Ring of Irritation
Moose Pelt
2 Troughs
Xistsrith's Elven Sigil
Equipment
Loner, Hermit, Nature-lover, Slow to trusting, no filter
Personality Traits
Protecting and restoring nature are high priorities, as is correcting injustice
Ideals
Redback Tribe,
friends, (Party)
Xistsrith (Elf from Redwater)

Bonds
Slow to trust, no filter
Flaws
34 Yr old 6'2" Clayskin Redback Orc with black hair, copper eyes, weighing approx 247 Imperial Pounds. Nobody has weighed him recently though and he thinks the very idea to be silly and unnecessary, so data may not currently be accurate.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Redback Campaign

Everburning Torch Spear

Weapon

Rare none

This spear acts as a normal spear but emits light as the Everburning Torch spell.

Type Damage Damage Range
None 1d8 Piercing 20/60ft


Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Shaman


Hit Points

Hit Dice: d8 per Shaman level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons
Tools: Woodcarver’s tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Athletics, History, Insight, Medicine, Nature, and Survival

Overview & Creation

The Shaman

Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level Totems Crafted
1st +2 Totem Magic, Primordial, Spirit Guide 3 3 1 1st
2nd +2 Totems 3 4 2 1st 2
3rd +2 Totemic Specialty 3 5 2 2nd 2
4th +2 Ability Score Improvement 4 6 2 2nd 2
5th +3 4 7 3 3rd 3
6th +3 Archetype Feature 4 8 3 3rd 3
7th +3 Spirit Walk 4 9 3 4th 4
8th +3 Ability Score Improvement 4 10 3 4th 4
9th +4 4 11 3 5th 5
10th +4 Archetype Feature 5 12 3 5th 5
11th +4 Spiritual Awakening (6th level) 5 12 4 5th 5
12th +4 Ability Score Improvement 5 13 4 5th 6
13th +5 Spiritual Awakening (7th level) 5 13 4 5th 6
14th +5 Archetype Feature 5 14 4 5th 6
15th +5 Spiritual Awakening (8th level) 5 14 4 5th 7
16th +5 Ability Score Improvement 5 15 4 5th 7
17th +6 Spiritual Awakening (9th level) 5 15 5 5th 7
18th +6 Archetype Feature 5 16 5 5th 8
19th +6 Ability Score Improvement 5 16 5 5th 8
20th +6 Totem Mastery 5 16 5 5th 8
 

Shaman

  The highwaymen descend on a strangely dressed girl,paying no thought to the odd-looking pole she stabs into the ground as they surround her—until that pole belches gouts of crimson flame, igniting their cloaks and beards and searing their lungs when they open their mouths to curse her. Wreathed in the spirit of the cave winds, a dwarf vaults the escarpment and barrels into a band of orcs. Quick to gather himself, he swings his warhammer in wide circles, buffeting his startled enemy with a blasting wind, scattering them in all directions. A dust-covered party of adventurers stagger from an ancient tomb, badly wounded by a collapsed ceiling, but before they have a chance to feel defeated, a gentle rain starts to fall, washing away dust, vanishing bruises, mending bones, and restoring vigor. Shamans are powerful spellcasters who call upon their ancestors for divine knowledge and upon the forces of nature to heal their allies and punish their foes. Shamans act as sacred intermediaries between the natural and the supernatural world, using magic to cure illness, foretell the future, and harness elemental forces to help their tribes and clans in troubled times. Shamans create their own reality, having discovered the weave after experiencing an inner awakening.  

Ancestors and Elements

  As the spiritual leaders of their tribes and clans, shamans commune with the unseen spirits that walk among us—their dead ancestors and other creatures that inhabit the spirit world, both benevolent and malevolent. Shamans also revere the spirits that dwell in all things— trees and mountains, heirlooms and apples, waterfalls and shooting stars. A powerful shaman can manipulate these spirits to gain hidden knowledge and to access the secret openings through which the inexhaustible elemental energies of the cosmos pour into the world. Adventuring shamans use their spiritual power to restore health to injured allies, leap into the fray with weapons enhanced with elemental energy, and devastate enemies from afar with lightning strikes, earthquakes, and lava bursts.  

Totems

  Shamans use totems to call forth the aid of powerful spirits and to focus the four elements—air, earth, fire, and water—to help themselves and their allies or to hinder those who threaten them. 

Creating a Shaman

      When creating a shaman, think about where your character comes from, his or her place in the world, and their connection to the tribe or clan where they spent their formative years. Talk with your GM about an appropriate origin for your shaman. Were they instructed by an older shaman? Did they come from a distant land, making them an oddity in your campaign? Or is the campaign set in the wilds, where shamanic practices are common? Consider why your character walks with one foot in the spirit world. Perhaps your character had a dramatic encounter with a maleficent spirit and survived the experience, or was born during a blizzard or earthquake, which was interpreted as a sign that becoming a shaman was your character’s destiny. What led your shaman to take up the adventuring life? Does the tribe or clan require their shaman to spend time in the outside world before returning to lead them in spiritual matters? Did monsters or an invading horde drive your shaman out of their homeland? Or maybe your shaman was cast out from their people because of a crime committed, a taboo violated, or a coup that removed your shaman from a position of authority. Perhaps your character was a runaway or orphan, befriended by a wandering shaman; or maybe their homeland was befouled by evil, and they took up an adventuring life in hopes of returning one day to cleanse it.  

Quick Build

      You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest attribute, followed by Strength or Constitution. Second, choose the Outlander background. Third, choose control flames, guidance, and thunderclap as your cantrips, and choose earth tremor, cure wounds, and thunderous smite as your 1st-level spells.    

Multiclassing As A Shaman

    To multiclass as a shaman, you must have a Wisdom score of at least 13. If you are multiclassing into shaman from another class, you gain proficiency with woodcarver’s tools.     If you have both the Spellcasting class feature and the Totem Magic class feature from the shaman class, you can use the spell slots you gain from the Totem Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast shaman spells you know.


Class Features

Spirit Guide

  Your spiritual connections have taught you to work more effectively with certain otherworldly beings. You can speak, read, and write Primordial, the language of the elemental planes. Primordial is a guttural language, filled with harsh syllables and hard consonants.   Additionally, you have advantage on Charisma checks you make when interacting with spirits or elementals.   

Totem Magic

As a medium of the elemental and spiritual realms, you can cast shaman spells. See chapter 10 in your player’s handbook for the general rules on spellcasting and the end of this document for the shaman class spell list.  

Cantrips

  You know three cantrips of your choice from the shaman spell list. You learn additional cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Shaman table.  

Spell Slots

  The Shaman table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your shaman spells of 1st level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest.  

Spells Known of 1st Level and Higher

  At 1st level, you know three 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 of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Spell Level column for your 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 equal to or lower than your spell slot level.  

Spellcasting Ability

  Wisdom is your spellcasting ability for your shaman spells, so use your Wisdom whenever a 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  

Spellcasting Focus

  You can use a totem focus as a spellcasting focus for your shaman spells in place of any material components that do not have a gold piece cost. A totem focus costs 1 gp and is made from your choice of a common metal, wood, stone, bone, coral, or glass. The image depicted on your totem focus normally has personal significance and is tied to nature.         On your path to becoming a shaman, you studied the craft of carving totems—wooden poles roughly 3 inches in diameter and about 3-feet tall. With painstaking effort, you learned to carve the entire length of your totems and were then taught how to imbue them with magic. After completion, the essence of the totem binds with your spirit, allowing you to call upon its power.  

Shaman Totems

        Starting at 2nd level, you can craft and bond with two totems of your choice. Your totem options are detailed at the end of the class description. When you gain certain +shaman levels, you can craft and bond with additional totems of your choice as shown in the Totems Crafted column of the Shaman table.        Additionally, when you gain a level in this class, you can choose to break your spiritual bond with one of your totems and replace it with another totem that you could make at that level.  

Using Your Totems

      As an action, you can plant a totem at a point within 5 feet of you, and in doing so summon its spiritual essence. This essence is considered neither a creature nor an object, though it has the spectral appearance of the totem it represents.     Unless otherwise noted, a totem lasts up to 1 minute before it is dismissed and once you plant a totem, you must dismiss it and finish a short or long rest before you can plant it again. You can dismiss one of your totems early as an action or a bonus action on your turn. If you fall unconscious, all of your totems that you have planted are dismissed automatically.     When you plant a totem, it triggers its magical effect, as detailed in the totem’s description. A creature can only benefit from one totem of the same kind at a time. If a totem makes an attack roll, the attack bonus is equal to your shaman spell attack bonus. If a totem requires a creature to make a saving throw, the DC is equal to your spell save DC.

Totemic Specialty

      At 3rd level, an inner awakening reveals the shamanic path you must take. Choose one of the following specialties: Totemic Enhancement, Totemic Elementalism, or Totemic Restoration.        Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels. These specialties are detailed below.  

Ability Score Improvement

      When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Spirit Walk

      At 7th level, you can cast commune as a ritual, contacting a spirit, such as a dead ancestor or an elemental, rather than a deity.  

Spiritual Awakening

      Starting at 11th level, you are more attuned to the elemental and spiritual nature of the universe. Choose one 6th-level spell from the shaman spell list as this Spiritual Awakening. When you gain a level in this class, you can choose one of your awakened spells and replace it with another spell of the same level.     You can cast your awakened spell once without expending a spell slot. You must finish a long rest before you can do so again.       At higher levels, you gain more shaman spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Spiritual Awakening when you finish a long rest.  

Totemic Mastery

  At 20th level, you are a master of planting and using your totems. Any totem that requires you to finish a short or long rest before you can plant it again can now be planted at will, and any totem that requires you to finish a long rest before you can plant it again can now be planted after you finish a short or long rest. In addition, you can now plant your totems as a bonus action.      
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: • (a) a spear or (b) any simple melee weapon • (a) 4 javelins or (b) a shortbow and 20 arrows • (a) leather armor, an explorer’s pack, and a totemic focus Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from the equipment chapter in the core rules.


Spellcasting

Shaman Spells

Cantrips

Acid Splash
Booming Blade
Control Flames
Frostbite
Guidance
Gust
Lightning Lure
Magic Stone
Mending
Message
Mold Earth
Primal Savagery
Produce Flame
Resistance
Shape Water
Spare the Dying
Thunderclap

1st level

Absorb Elements
Alarm
Bane
Bless
Ceremony
Chromatic Orb
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Poison and
Disease
Earth Tremor
Find Familiar
Fog Cloud
Healing Word
Identify
Protection from Evil and
Good
Searing Smite
Thunderous Smite
Thunderwave
Unseen Servant
Zephyr Strike

2nd level

Augury
Continual Flame
Dust Devil
Earthbind
Enhance Ability
Find Steed
Find Traps
Flaming Sphere
Gentle Repose
Healing Spirit
Lesser Restoration
Locate Animals or Plants
Locate Object
Morden’s Earthen Grasp*
See Invisibility
Skywrite
Spike Growth
Warding Wind
 

3rd level

 
Bestow Curse
Clairvoyance
Elemental Weapon
Erupting Earth
Haste
Lightning Bolt
Magic Circle
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sleet Storm
Speak with Dead
Spirit Guardians
Tidal Wave
Thunder Step
Wall of Sand
Wall of Water
Water Breathing
Water Walk
Wind Wall

4th level

Conjure Minor
Elementals
Control Water
Death Ward
Elemental Bane
Find Greater Steed
Fire Shield
Ice Storm
Locate Creature
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere

5th level

Awaken
Commune
Conjure Elemental
Contact Other Plane
Control Winds
Dispel Evil and Good
Greater Restoration
Hallow
Maelstrom
Planar Binding
Raise Dead
Scrying
Skill Empowerment
Transmute Rock
Wall of Stone

6th level

Bones of the Earth
Chain Lightning
Find the Path
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Move Earth
Primordial Ward
Wall of Ice
Wind Walk

7th level

Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Whirlwind

8th level

Antipathy/Sympathy
Control Weather
Earthquake
Incendiary Cloud
Tsunami

9th level

Astral Projection
Foresight
Storm of Vengeance
True Resurrection
*renamed spells


Subclass Options

Totemic Specialties

  Every shaman’s path eventually comes to a fork in the road where they must choose how their magic develops going forward.  

Totemic Enhancement

Warriors at heart, the shaman of Totemic Enhancement chooses to specialize in magic that bolsters their own and their allies’ ability to deal damage in melee combat.  

Bonus Proficiencies

When you choose this specialty at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

Fighting Style

Also at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options from among those available to the fighter class: Dueling, Great Weapon Fighting, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Enhancement Totem Boost

At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they possess an Enhancement Boost.  

Spirit Beast

 Starting at 14th level, you gain the services of a pair of spectral animals. These creatures can take the form of any beast that the shaman finds most fitting. As a bonus action, you can summon the beasts to the material realm and command them to pursue and distract a creature of your choice that you can see within 30 feet of you. You and your allies have advantage on melee attack rolls against the creature until the start of your next turn, after which the beasts return to the spirit realm until you use this feature again. 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.  

Totemic Elementalism

Heeding the call of nature’s destructive wrath, shamans of the Elemental Totem focus their magic into totems and into casting combat spells that harness the elements of air, earth, fire, or water.  

Elemental Attunement

  Beginning when you choose this specialty at 3rd level, whenever one of your totems deals acid, cold, fire, lightning, or thunder damage, add your Wisdom modifier to that damage. In addition, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to damage of the chosen type.  

Elemental Amplification

Starting at 6th level, any totem related to your specialty that has an Elemental Boost now has a radius of 30 feet if its normal radius was 15 feet.  

Elemental Totem Boost

  At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they possess an Elemental Boost.    

Elemental Augmentation

    Starting at 14th level, whenever one of your totems deals acid, cold, fire, lightning, or thunder damage you can apply the following effects to your targets. This feature cannot inflict multiple instances of the same effect. For example, a creature whose AC is reduced by acid damage can’t have their AC reduced further by this feature.
Damage Type Effect
Acid The target’s AC is reduced by 2 until the start of your next turn
Cold The target's speed is reduced by 10 feet until the end of its next turn
Fire The target takes an extra 1d6 fire damage
Lightning The target can't take reactions until the start of your next turn
Thunder The target is pushed up to 5 feet away from the totem and is deafened until the end of their next turn
   

Elemental Overload

At 18th level, you have mastered the elemental magic present in the world. As a bonus action, you can summon an aura of elemental chaos around your totems that lasts for one minute. While the aura persists, you can use your action to cause each hostile creature within 15 feet of one of your totems to take 1d4 acid damage, 1d4 cold damage, 1d4 fire damage, 1d4 lightning damage, and 1d4 thunder damage. This damage counts as a totem effect for the purposes of your Elemental Augmentation feature. Once you use this feature, you can’t use it again until you finish a long rest  

Totemic Restoration

Shamans of Totemic Restoration choose this specialty because they are gentle souls that wish to ease the aches and pains of those around them, using their magic to mend bones or remove sickness.  

Bonus Proficiencies

Beginning at 3rd level, you gain proficiency with medium armor and shields, as well as the herbalism kit. If you are already proficient with the herbalism kit, you gain proficiency in your choice of one type of Artisan’s Tools.  

Healing Wave

  Also starting at 3rd level, whenever one of your totems restores hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier (minimum 1).  

Restorative Amplification

  Starting at 6th level, any totem related to your specialty that has a Restoration Boost now has a radius of 30 feet if its normal radius was 15 feet.  

Totemic Restoration Boost

At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they possess a Restoration Boost.  

Soul Anchor

Starting at 14th level, your training and knowledge has lead to insights into the spirit realm and how to remain connected to life, granting you advantage on death saving throws made on your turn. In addition, instead of making a death saving throw on your turn, you can choose to regain half your maximum hit points. Once you use this feature in this way, you must finish a long rest before you can do so again.  

Rain Dance

At 18th level, as a bonus action on your turn, you can begin a ritual of complex dance steps and ululating sounds to summon a restorative rain cloud that lasts for 1 minute. The cloud forms at a point you can see 20 feet directly above you in a 30-foot radius. A light rain fills the cylinder, and the area is lightly obscured to hostile creatures. This feature does nothing if you can’t see a point in the air where the rain cloud could appear. On each of your turns until the dance ends, you can use your action to channel the rain’s healing energy, causing you and each friendly creature in the rain to regain hit points equal to 3d8 + your Wisdom modifier. You can maintain the dance while taking other actions. This feature has no effect on undead or constructs. Once you use this feature, you must finish a long rest before you can use it again      

List of Shaman Totems

If a totem has prerequisites, you must meet them to craft and use it. You can craft and imbue a totem at the same time that you meet its prerequisites. Starting at 10th level, some totems have additional effects known as Totemic Boosts. There are three types of Totemic Boosts, one for each totemic specialty: Enhancement Boosts, Elemental Boosts, and Restoration Boosts.    

Eagle Eye Totem

Prerequisite: 7th Level
When you plant this totem, it becomes invisible. As an action, you can see from the perspective of the totem until the start of your next turn. During this time, you are blind with regard to your own senses. The totem has truesight to a distance of 15 feet and darkvision to a distance of 120 feet. This totem lasts up to 8 hours.
Once you plant this totem, you can’t plant it again until you finish a long rest.   Enhancement Boost: All-Seeing Eye. The totem has truesight to a distance of 120 feet. In addition, while using the totem, you can see up to 1 mile away with no difficulty and can discern even fine details as though looking at something no more than 100 feet away. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.  

Earthbind Totem

While this totem is planted, the ground underneath it becomes a churning quagmire and the 15 feet around it is treated as difficult terrain for hostile creatures.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Elemental Boost: Hungering Earth. When you plant this totem, each hostile creature within 15 feet of the totem must succeed on a Strength saving throw or be restrained while the totem remains planted. A creature restrained by the terrain can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Elemental Blast Totem

  When you plant this totem, choose one type of damage: acid, cold, fire, lightning, or thunder. As a bonus action on your turn, you can cause it to spit a bolt of elemental energy at a hostile creature you can see within 15 feet of the totem. Make a ranged spell attack against the target.  On a hit, the target takes 1d8 damage of the chosen type.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   At Higher Levels. This totem’s damage increases by 1d8 when you reach 5th level (2d8), and again when you reach 11th level (3d8), and 17th level (4d8).   Elemental Boost: Malleable Blasts. This totem’s damage ignores damage resistance. In addition, whenever you use the totem to attack, you can change the damage to a different type: acid, cold, fire, lightning, or thunder damage  

Elemental Resistance Totem

Prerequisite: 7th level
When you plant this totem, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While within 15 feet of this totem, you and your allies have resistance to damage of the chosen type.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Restoration Boost: Surging Waters. When you or an ally take acid, cold, fire, lightning, or thunder damage, you can use your reaction to change the type of resistance granted by the totem to resistance of that type. This change occurs right before the damage is taken.  

Farcasting Totem

  When you plant this totem, you can either infuse it with a shaman cantrip that you know or spend a shaman spell slot to infuse it with a shaman spell that you know. While the totem is planted, you can cast the infused spell as though you were in the totem’s space without spending a spell slot, though you must use your own senses. If the spell has a range of touch, you can cast it on a target that you can see within 15 feet of the totem. If the spell has a range of self, you can choose a willing creature that you can see within 15 feet of the totem and treat it as if it were the caster. If the spell requires concentration, you must maintain concentration for it. This totem lasts up to 1 hour. The totem is dismissed early when you cast the infused spell, unless the spell is a cantrip.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Elemental Boost: Quickened Spell. If the infused spell has a casting time of 1 action, you can instead cast it as a bonus action.  

Grace of Air Totem

Prerequisite: 7th level
While within 15 feet of this totem, you and your allies have a +2 bonus to ranged attack rolls.
Once you plant this totem, you can’t plant it again until you finish a long rest.   Elemental Boost: Buffeting Winds. When you or an ally within 15 feet of the totem hits with a ranged attack, the target can be pushed up to 10 feet away.   Restoration Boost: Warding Winds. Ranged attacks made against you and your allies within 15 feet of the totem have disadvantage  

Grounding Totem

Prerequisite: 7th level
When a hostile creature within 15 feet of this totem casts a spell of 3rd level or lower, the spell fails and has noeffect and the totem is dismissed. When a hostile creature within 15 feet of this totem casts a spell of 4th level or higher, and you are within 15 feet of the totem, you can use your reaction to spend a shaman spell slot. The spell has no effect if its level is less than or equal to the level of the spell slot you used. When you do this, the totem is dismissed.
Once you plant this totem, you can’t plant it again until you finish a long rest.  

Guidance Totem

When you plant this totem, you summon a wise and knowledgeable spirit. You and friendly creatures within 15 feet of the totem have advantage on Intelligence and Wisdom checks as they converse with the spirit to receive guidance and counsel.
Once you plant this totem, you must finish a long rest before you can plant it again.   Restoration Boost: Foresight. The spirit also gives guidance to you and each creature of your choice within 15 feet of the totem about a future occurrence. Once, when the creature makes an ability check before they finish a long rest, they can choose to gain advantage on that roll. They must choose to do so before making the roll.  

Guardian Totem

When a creature you can see attacks a target other than you within 15 feet of this totem, you can use your reaction to impose disadvantage on the attack roll using a spectral shield of force.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Enhancement Boost: Guardian Spirit. When you use your reaction in this way, the target gains half cover from the shield until the start of their next turn.  

Healing Stream Totem

You can use a bonus action to cause a creature of your choice within 15 feet of this totem to regain 1 hit point.
Once you plant this totem, you must finish a long rest before you can plant it again.   At Higher Levels. This totem’s healing increases to 1d4 when you reach 5th level, and again by 1d4 when you reach 11th (2d4), and 17th level (3d4).   Restoration Boost: Shielding Swells. If a creature is already at maximum hit points when healed by this totem, they gain temporary hit points instead.  

Healing Tide Totem

Prerequisite: 12th level
When you plant this totem, you and each friendly creature within 15 feet of it immediately regain 3d8 hit points and the totem is dismissed.
Once you plant this totem, you must finish a long rest before you can plant it again.   At Higher Levels. This totem’s healing increases by 1d8 when you reach 17th level (4d8).   Restoration Boost: Cloudburst. Any creature healed by this totem can choose to immediately expend a number of Hit Dice up to your Wisdom modifier (minimum 1) and restore hit points just as they would after finishing a short rest.  

Hungering Spirit Totem

In exchange for power, you and your allies can feed some of your life essence to the spirits conjured by this totem. When you or an ally start their turn within 15 feet of this totem, they can choose to expend a number of Hit Dice up to your proficiency bonus. Until the totem is dismissed, attacks they make deal extra damage equal to the number of Hit Dice spent.
Once you plant this totem, you must finish a long rest before you can plant it again.   Enhancement Boost: Bloodlust. When you or an ally hit with an attack while within 15 feet of this totem, you (or they) can choose to expend a Hit Die. Roll the Hit Die and add it to the damage roll. Once a creature does this, it must finish a short or long rest before it can do so again.  

Lightning Rod Totem

Prerequisite: 7th level
Once per turn, when a hostile creature within 15 feet of the totem is hit with a weapon attack, it takes an extra 1d6 lightning damage.
Once you plant this totem, you must finish a long rest before you can plant it again.   At Higher Levels. This totem’s damage increases by 1d6 when you reach 11th level (2d6), and again when you reach 17th level (3d6).   Elemental Boost: Shock Seeker. When a creature takes the lightning damage caused by this totem, they have disadvantage on Dexterity saving throws against your spells until the start of their next turn.   Enhancement Boost: Malleable Strikes. When you plant this totem, you can choose to change the type of damage from lightning to one of the following types instead: acid, cold, fire, or thunder damage.  

Resolution Totem

While within 15 feet of the totem, you and your allies have advantage on saving throws made against charm, fear, or sleep effects from spells or abilities.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Restoration Boost: Cleansing Waves. While within 30 feet of the totem, you can use a bonus action on your turn to remove one of the following temporary conditions from another creature within 30 feet of the totem: blinded, charmed, deafened, frightened, poisoned, or stunned.  

Sanctuary Totem

Prerequisite: 7th level
While this totem is planted, all creatures and objects within 15 feet of the totem are invisible to creatures further than 15 feet away from the totem. The effect ends for 1 minute if a creature within 15 feet of the totem makes an attack or casts a spell. This totem lasts for up to 8 hours.
Once you plant this totem, you must finish a long rest before you can plant it again.   Restoration Boost: Cave of Respite. You and friendly creatures that finish a short or long rest while within 15 feet of this totem gain temporary hit points equal to half your shaman level plus your Wisdom modifier. A creature doesn’t receive this benefit if they spend more than 10 minutes outside the effect of this totem during the rest.  

Skyfury Totem

Prerequisite: 7th level
Your attacks, and the attacks of friendly creatures score a critical hit on a roll of 19 or 20 while within 15 feet of this totem. If an affected creature normally scores a critical hit on a roll of 19 or 20, then they score a critical hit on a roll of 18–20; if they normally score a critical hit on a roll of 18–20, then they score a critical hit on a roll of 17–20.
Once you plant this totem, you can’t plant it again until you finish a long rest.   Elemental Boost: Seismic Strikes. When a creature under the effects of this totem scores a critical hit with a ranged attack, they can roll one additional damage die when determining the extra damage for the critical hit.   Enhancement Boost: Thundering Blows. When a creature under the effects of this totem scores a critical hit with a melee attack, they can roll one additional damage die when determining the extra damage for the critical hit.  

Stoneskin Totem

When you plant this totem, choose one type of damage: bludgeoning, piercing, or slashing. You and your allies have resistance to damage of the chosen type dealt by nonmagical weapons while within 15 feet of this totem.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Enhancement Boost: Earthen Shield. You and your allies have resistance to all bludgeoning, piercing, and slashing damage dealt by nonmagical weapons while within 15 feet of this totem.  

Stunning Surge Totem

Prerequisite: 7th level
When you plant this totem in the ground, hostile creatures within 15 feet must make a Constitution saving throw or become stunned until the end of their next turn.
Once you plant this totem, you must finish a short or long rest before you can plant it again.   Enhancement Boost: Static Charge. While within 15 feet of the totem, you can use your action to repeat the effect as if you had planted the totem again. A creature that has been stunned by this totem before has advantage on the saving throw.  

Tempest Totem

Prerequisite: 12th level
When you plant this totem, you can change the weather conditions within 1 mile of the totem, changing the precipitation, temperature, or wind by one stage as if with the control weather spell. This totem lasts 1 hour. When the totem is dismissed, the weather gradually returns to normal.
Once you plant this totem, you must finish a long rest before you can plant it again.   Elemental Boost: Storm Speaker. You can change the weather within 2 miles of the totem and may alter the precipitation, temperature, or wind by up to two stages, instead of one.  

Tower Totem

When you plant this totem on a surface, a spectral tower rises from it. The tower is 15-feet wide on each side and rises to a height of your choice up to 30 feet, lifting the totem and anything in its space. The tower stops rising before it reaches 30 feet if it or something on it touches another surface. Though the tower is magical in nature, it takes on the appearance and feel of the surface it was placed upon and requires a successful DC 10 Strength (Athletics) check to climb. When the totem is dismissed, the tower lowers back to the surface until it disappears.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Enhancement Boost: Sky Scraper. When you plant the totem, you can make the tower rise up to 60-feet high. In addition, you can use an action to change the height of the tower to be between 1 and 60 feet.   Elemental Boost: Lightning Bound. A hostile creature that begins climbing the side of the tower or ends its turn on the tower must each make a Constitution saving throw, taking 3d8 points of lightning damage on a failed save, or half as much on a successful one. If a creature that fails this saving throw had to make a Strength (Athletics) check to climb the tower, it must make a DC 10 Strength (Athletics) check or fall.  

Tranquility Totem

  While within 15 feet of this totem, a creature can finish a short rest in 30 minutes or a long rest in 4 hours. In addition, creatures that need sleep only require half the usual amount. A creature doesn’t receive these benefits if it spends more than 10 minutes outside of the totem’s radius during the short or long rest.
Once you plant this totem, you must finish a long rest before you can plant it again.   Enhancement Boost: Mountainous Endurance. Each creature that finishes a long rest under the effect of this totem has advantage on Constitution checks made to avoid exhaustion from traveling for more than 8 hours in a day. This benefit lasts until it finish a long rest. In addition, each creature can travel at a fast pace without taking a penalty on passive Wisdom (Perception) scores.   Restoration Boost: Restful Regrowth. Each creature that finishes a short rest under the effect of this totem and spends one or more Hit Dice regains additional hit points as if they had spent one additional Hit Die. Each creature that finishes a long rest under the effect of this totem regains additional Hit Dice equal to your Wisdom modifier. Additionally, each creature that finishes a long rest under the effect of this totem reduces their exhaustion level by 2, rather than 1.  

Traversal Totem

When you plant this totem, you can create a stretch of special terrain that begins from where you planted the totem, extending up to 30 feet long and 5 feet wide, shaped in any way you choose. This terrain might manifest itself in the form of vines growing up a wall, tree roots forming a bridge, lily pads or ice floating on water, a path of clouds floating in the air, or some other phenomenon of your choice. It acts as a solid surface that can be walked and climbed on, though any creature can freely pass through it if they choose to. The terrain disappears when the totem is dismissed.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Elemental Boost: Earth Shaper. The stretch of terrain can be up to 60 feet long.   Enhancement Boost: Zephyr Steps. You and your allies have advantage on Dexterity (Acrobatics) checks while on the special terrain. In addition, climbing the terrain doesn’t cost you or your allies extra movement.  

Volcanic Totem

Prerequisite: 7th level
When you plant this totem, it begins glowing with malevolent orange light. As a bonus action on your turn, you can cause it to erupt in an explosion of fire. Each creature within 15 feet of the totem must make a Dexterity saving throw, taking 8d6 points of fire damage on a failed save or half as much on a successful one. The totem is dismissed when you do this.
Once you plant this totem, you must finish a long rest before you can plant it again.   At Higher Levels. This totem’s damage increases by 1d6 when you reach 11th level (9d6), and again when you reach 17th level (10d6).   Elemental Boost: Lava Bed. After you cause the totem to erupt, the area within 15 feet of the totem becomes difficult terrain for the next minute. Any creature that enters the area or ends its turn there takes 1d6 fire damage. A creature can take this damage only once per turn.  

Voodoo Totem

When you plant this totem, choose an ability. Creatures of your choice within 15 feet of this totem have disadvantage on ability checks made with the chosen ability.
Once you plant this totem, you can’t plant it again until you finish a short or long rest.   Enhancement Boost: Grave Strikes. Once per turn, when a friendly creature within 15 feet of the totem hits a hostile creature within 15 feet of the totem, the hostile creature takes an extra 1d6 necrotic damage. This damage increases to 2d6 at 17th level.   Restoration Boost: Rip Tide. Once per turn, when a friendly creature within 15 feet of the totem hits a hostile creature within 15 feet of the totem, the friendly creature regain 1d6 hit points. This healing increases to 2d6 at 17th level.  

Windfury Totem

Prerequisite: 12th level
While within 15 feet of this totem, you and your allies gain a +2 bonus to AC and may make one additional weapon attack whenever taking the Attack action. 
Once you plant this totem, you must finish a long rest before you can plant it again.   Enhancement Boost: Static Frenzy. Creatures under the effect of this totem have advantage on Dexterity saving throws. In addition, their speed is doubled until the end of their turn.        
All credit to
DAWNFORGED SHAMAN
Design
Andrew Armstrong
Additional Design
Alexander Yount and Caleb Willden
Editing & Layout
Jack Elmy
Illustrations
Jon Pintar and William Harvey
Webmaster
BWH Design
Marketing
Yanick Goossens
DawnforgedCast, LLC
www.youtube.com/DawnforgedCast
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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Redback Orc

Ability Score Increase +2 Weapon Proficiency (One Simple or Martial weapon of choice), Survival +2, +10 Ride (Vaernids), -2 Swim
Size Medium
Speed 30ft

Powerful Build: Treated as Large for purposes of carry capacity and push/pull/drag weight
Any main class compatible except Paladin. Cleric should be Grave or Ancestor domains.
Recommended Starting Level 5
Any alignment except Chaotic Evil
Darkvision 60ft   6 Additional stat points at creation, no more than 3 on any one stat, does not count towards 27 point buy.

Languages. Orcish, Common

Statblocks for companions, followers and other allies.

SRD

Azer

Medium elemental, lawful neutral
Armor Class 17 (natural armor, shield)
Hit Points 39 6d8+12
Speed 30ft

STR
17 +3
DEX
12 +1
CON
15 +2
INT
12 +1
WIS
13 +1
CHA
10 0

Saving Throws Con +4
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses passive Perception11
Languages Ignan
Challenge 2 (450 XP)


Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 [roll:1d10) fire damage.   Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 1d6 fire damage (included in the attack).   Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d8+3 bludgeoning damage, or 8 1d10+3 bludgeoning damage if used with two hands to make a melee attack, plus 3 1d6 fire damage.


 

Sand Spill CR: 2

Large earth elemental, unaligned
Armor Class: 8
Hit Points: 6d10+12
Speed: 10 ft , climb: 10 ft

STR

15 +2

DEX

6 -2

CON

14 +2

INT

2 -4

WIS

6 -2

CHA

1 -5

Damage Resistances: Acid
Damage Immunities: Lightning, Poison, Slashing
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, prone
Senses: Tremorsense 120, Passive Perception 8
Challenge Rating: 2

Amorphous. The creature can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the creature remains motionless, it is indistinguishable from natural sand.   Spider Climb. The elemental can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, 1d20+4 reach 10 ft., one target. bludgeoning damage plus acid damage. 2d6+2

Reactions

Spit. When a sand spill that is Medium or larger is subjected to lightning or slashing damage, it splits into two new spills if it has at least 10 hit points. Each new spill has hit points equal to half the original spill's, rounded down. New spills are one size smaller than the original spill.

The Sand Spill is an elemental from the Elemental Plane of Earth. It is normally encountered if summoned. However, if there is an inordinate amount of elemental magic being used, sometimes cracks appear between the planes that allow creatures to pass back and forth.
When active, Sand Spills appear as a mobile blob of sand. When attacking, it forms a pseudopod that strikes out at the target.

Sand Slip CR: 2

Medium earth elemental, unaligned
Armor Class: 15
Hit Points: 52 (7d8+12) 7d8+12
Speed: 30 ft , burrow: 30 ft

STR

15 +2

DEX

11 +0

CON

16 +3

INT

5 -3

WIS

14 +2

CHA

7 -2

Skills: stealth +10
Damage Immunities: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't adamantine.
Condition Immunities: exhaustion
Senses: tremorsense 60 ft. passive perception 12, passive Perception 12
Languages: Terran
Challenge Rating: 2

Elemental Nature. The elemental does not need to eat, breathe, or sleep. It does not need to rest, except to recover hit points.   Stonemerge. The elemental can merge with earth or stone. It may move up to 50 ft. and reemerge (treat this as teleportation). In addition, the elemental may choose to remain merged with the earth/stone at the end of this movement. While merged it may not be seen or targeted by attacks. It may, and often will, use the ready action to reemerge and make an attack when a target or opponent comes within range.   False Appearance. While the sand slip remains motionless, it is indistinguishable from an ordinary patch of sand.   Deafened by Thunder. If the sand slip is damaged by thunder damage, it must succeed in a DC 12 Constitution save or be deafened from it. While deafened, it cannot use its Tremorsense. It may make a save at the end of each of its turns to remove this condition.

Actions

Multiattack. The sand slip may make two psudeopod attacks.   Pseudopod. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 5(1d6+2) 1d6+2 bludgeoning damage. On a critical hit the sand slip does an additional 4(1d6) 1d6 fire damage (friction burn).

Ecology: Sand slips are sometimes summoned by spellcasters by mistake. Once on the parallel planes, they cannot escape. They live out their existence preying on weaker creatures.   Sand slips reproduce by division (similar to some oozes). When a sand slip reaches a Large size (approx. 10d10 hit dice), they subdivide into two sand slips (as described in this article).   Sand slips are predatory animals on the Elemental Plane of Earth and hunt in packs. They are almost always found as a single or pair on the parallel planes.

Suggested Environments

Elemental Plane of Earth

SRD

Magma Mephit

Small elemental, neutral evil
Armor Class 11
Hit Points 22 ( 5d6+5 )
Speed 30ft Fly: 30ft

STR
8 -1
DEX
12 +1
CON
12 +1
INT
7 -2
WIS
10 0
CHA
10 0

Skills Stealth +3
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Ignan, Terran
Challenge 1/2


Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 ( 2d6 ) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.


Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 ( 1d4+1 ) slashing damage plus 2 ( 1d4 ) fire damage. Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 ( 2d6 ) fire damage on a failed save, or half as much damage on a successful one.


 
SRD

Magmin

Small elemental, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 9 ( 2d6+2 )
Speed 30ft

STR
7 -2
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
11 0
CHA
10 0

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 1/2


Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 ( 2d6 ) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 ( 2d6 ) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 ( 1d6 ) fire damage at the end of each of its turns.


 
SRD

Ice Mephit

Small elemental, neutral evil
Armor Class 11
Hit Points 21 ( 6d6 )
Speed 30ft Fly: 30ft

STR
7 -2
DEX
13 +1
CON
10 0
INT
9 -1
WIS
11 0
CHA
12 +1

Skills Perception +2, Stealth +3
Damage Vulnerabilities fire, bludgeoning
Damage Immunities cold, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Auran
Challenge 1/2


Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 ( 1d8 ) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. [
b]Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.


Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 ( 1d4+1 ) slashing damage plus 2 ( 1d4 ) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 ( 2d4 ) cold damage on a failed save, or half as much damage on a successful one.


 
SRD

Dust Mephit

Small elemental, neutral evil
Armor Class 12
Hit Points 17 ( 5d6 )
Speed 30ft Fly: 30ft

STR
5 -3
DEX
14 +2
CON
10 0
INT
9 -1
WIS
11 0
CHA
10 0

Skills Perception +2, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Terran
Challenge 1/2


Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.


Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ([roll:1d4+2}) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


 
SRD

Steam Mephit

Small elemental, neutral evil
Armor Class 10
Hit Points 21 ( 6d6 )
Speed 30ft Fly: 30ft

STR
5 -3
DEX
11 0
CON
10 0
INT
11 0
WIS
10 0
CHA
12 +1

Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Ignan
Challenge 1/4


Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.


Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 ( 1d4 ) slashing damage plus 2 ( 1d4 ) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 ( 1d8 ) fire damage on a failed save, or half as much damage on a successful one.


 

Smoke Mephit

Small elemental, neutral evil
Armor Class 12
Hit Points 22
Speed 30ft Fly: 30ft

STR
6 -2
DEX
14 +2
CON
12 +1
INT
10 0
WIS
10 0
CHA
11 0

Skills Perception +2, Stealth +4
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Auran, Ignan
Challenge 1/4 (50 Xp)

1/day: Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.


Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.  


Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn.


 

Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.

Urban

Statblocks for your spells.

Level 0 Spells

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Frostbite

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid, Cleric (Nature Domain),

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: Self, 30ft
Components: Verbal,Somatic
Duration: 10 Minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Wizard, Sorceror, Dawnforged Shaman

Level 1 Spells

Zephyr Strike

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Class(es): Ranger, Paladin (Oath of the Ancients)

Chromatic Orb

1-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials a diamond worth at least 50gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Level 2 Spells

Xanathar's Guide to Everything

Dust Devil

2-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Druid, Sorcerer, Wizard

Elemental Evil Player's Companion , pg. 161

Maximilian’s Earthen Grasp

2-level Transmutation

Casting Time 1 action
Range 30 ft (5 ft)
Duration 1 minute
Components V, S, M
Materials A miniature hand sculpted from clay.

Damage Type: Bludgeoning   Saving Throws: Strength   Description: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.   To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.   As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Class(es): Wizard, Sorcerer

Level 3 Spells

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft. line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Wind Wall

3-level Evocation

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.  
 

Class(es): Druid, Ranger

Spirit Guardians

3-level Conjuration

Casting Time 1 Action
Range Self (15 ft. radius)
Duration Concentration, 10 Minutes
Components V, S, M
Materials A holy symbol

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Class(es): Cleric

Thunder Step

3-level Conjuration

Casting Time 1 Action
Range 90 ft.
Duration Instantaneous
Components V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Sorcerer, Warlock, Wizard

Level 4 Spells

Ice Storm

4-level Abjuration

Casting Time 1 Action
Range 300ft
Duration Instantaneous
Components V, S, M

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

Conjure Minor Elementals

4-level Conjuration

Casting Time 1 Minute
Range 90ft
Duration up to 1 Hour
Components V, S

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.
  An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Class(es): Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 5 Spells

Player's Handbook

Awaken

5-level Transmutation

Casting Time 8 hours
Range Touch
Duration Instantaneous
Components V, S, M
Materials An agate worth at least 1,000 gp, which the spell consumes

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Class(es): Bard, Druid

Player's Handbook

Wall of Stone

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Class(es): Artificer, Druid, Sorcerer, Wizard, Monk (Four Elements)

Level 6 Spells

Page: 15 from EE Players Companion

Bones of the Earth

6-level Transmutation

Casting Time: 1 Action
Range/Area: 120
Components: Verbal,Somatic
Duration: Instantaneous
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.  
Available for: Wizard, Sorceror, Dawnforged Shaman

Level 7 Spells

Player's Handbook

Firestorm

7-level Evocation

Casting Time 1 action
Range 150 feet
Duration Instantaneous
Components V,S

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.   The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Class(es): Cleric, Druid, Sorcerer

Statblocks for your Trinkets, businesses, building, castles, empires.


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