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
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