Elemental Chronicles

A Guide to Shamans


Harness the Elements: The Shaman’s Path to Mastery.

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Shaman Colective

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Shaman

A tiefling, bearing the mark of fire in his eyes, stands undaunted as he walks through molten lava, channeling the very essence of flame into his being. He ignites both of his axes, turning them into a blazing weapon, ready to confront the guardians guarding ancient treasures.

In a sacred stone circle, a gnome invokes the deep resonance of the earth beneath his feet. The ground trembles as he shapes and molds the terrain to his will, forming barriers and traps to protect his comrades from an approaching horde of marauders.

These individuals, diverse as they may be, are united by their shared connection to the elements. They are Shamans, and they come in myriad forms, be they the sagacious mystics who channel elemental forces with precision or the formidable warriors who personify their chosen elements on the battlefield. These diverse individuals share a profound connection to the elements. They are Shamans, enigmatic wanderers who derive their strength from the natural world and the elemental forces that mold it. They transcend the realm of mere spellcasters, for Shamans grasp the very essence of nature, becoming living embodiments of its boundless power and ancient wisdom.

Elemental Communion

Shamans are intrinsically linked to the elemental forces that surround them. Their bond with the natural world goes beyond understanding; it’s a symbiotic relationship. Shamans embrace the primal aspects of life, finding solace and strength in the untamed wilderness, the elemental planes, and the spirits that dwell therein.

Shamans find comfort amidst the raw, untamed landscapes of their homelands, whether it be dense forests, fiery volcanoes, serene oceans, or ancient mountains. They possess an innate affinity for the elements, often seeking solitude and harmony with the world around them.

In the heat of battle, Shamans can tap into their elemental connection to enter a state of communion, unlocking incredible abilities, resilience, and attunement to the natural world. While they can only invoke this communion a limited number of times without respite, it often proves sufficient to overcome any challenges they face.

A Life Of Harmony

Not all those attuned to the elements follow the path of the Shamman. True Shamans are as rare among their people as great wizards are in cities, serving as protectors, healers, and leaders during times of crisis. Life in the untamed realms is fraught with danger: rival elemental forces, capricious natural phenomena, and enigmatic spirits.

Shamans boldly confront these perils, shielding their communities from harm. Their unwavering resolve and their role as caretakers of the natural world are revered by their tribes. As they embark on quests and journeys, they carry the elemental balance of their homelands with them, ensuring its preservation.

Their courageous spirits and affinity for adventure make Shamans well-suited to the life of wandering. Many are born wanderers, mirroring their tribal existence, and find the camaraderie of their adventuring companions replacing the bonds of family and tribe. While some may miss the tight-knit structures of their people, they form new connections in the shared pursuit of harmony with the elements.

Creating a Shaman

When creating a shaman character, consider the diverse paths your character might have taken and their connection to the elemental forces. Collaborate with your DM to establish an appropriate background for your shaman. Did you grow up in a secluded village, where you were chosen to be the guardian of the elemental lore, or do you hail from a cosmopolitan city where your mystical affinity with the elements set you apart from the crowd?

Is the campaign world one where shamans are revered and respected for their elemental mastery, or are you a rare and misunderstood figure among conventional spellcasters?

Reflect upon what called you to embark on an adventuring journey. Were you drawn to explore distant lands by the allure of uncovering elemental secrets and hidden magical treasures? Did you form an alliance with fellow shamans and elemental warriors to confront a dire threat to the world’s natural balance? Was your homeland beset by elemental cataclysms, forcing you to become a nomadic traveler in search of answers? Alternatively, you might have been chosen to carry forth ancient elemental knowledge, or perhaps you were exiled from your people due to a breach of sacred elemental traditions.

Quick Build

Create a shaman swiftly by following these guidelines. First, choose your shammanic tradition, if you want to be in the frontline fighting you will want to take War Shamman, if you rather rely more on your spells choose Mystic. Allocate your highest ability score to your primary spellcasting ability, which varies based on your chosen elemental affinity Wisdom. Then, enhance your Constitution to bolster your resilience, then if you are a War Shaman you will want to invest into Strength, and if you are a Mystic Shaman you will want to invest into Dexterity. Finally, consider selecting a background that aligns with your character’s origin, elemental affiliation and shamanic tradition, such as Sage for a mystic shaman or Soldier for a war shaman.

 

 

The War Shaman
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Shamanic Tradition Feature, Elemental Affinity Feature - -
2nd +2 Shamanic Tradition Feature 2 3
3rd +2 Elemental Affinity Feature 2 4
4th +2 Ability Score improvement 3 3
5th +3 Shamanic Tradition Feature 3 4 2
6th +3 Elemental Affinity Feature 3 4 2
7th +3 Shamanic Tradition Feature 3 4 3
8th +3 Ability Score improvement 3 4 3
9th +4 Ability Score improvement 3 4 3 2
10th +4 Shamanic Tradition Feature 3 4 3 2
11th +4 Elemental Affinity Feature 4 4 3 3
12th +4 Ability Score improvement 4 4 3 3 1
13th +5 Elemental Familiar 4 4 3 3 1
14th +5 Elemental Sensing 4 4 3 3 2
15th +5 Shamanic Tradition Feature 4 4 3 3 2
16th +5 Ability Score improvement 4 4 3 3 3
17th +6 Elemental Harmony 4 4 3 3 3 1
18th +6 Elemental Affinity Feature 4 4 3 3 3 1
19th +6 Ability Score improvement 4 4 3 3 3 2
20th +6 Elemental Ascendancy 4 4 3 3 3 2
The Mystic Shaman
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Shamanic Tradition Feature, Elemental Affinity Feature 2 2
2nd +2 Shamanic Tradition Feature 2 3
3rd +2 Elemental Affinity Feature 2 4 2
4th +2 Ability Score improvement 3 4 3
5th +3 Shamanic Tradition Feature 3 4 3 2
6th +3 Elemental Affinity Feature 3 4 3 3
7th +3 Shamanic Tradition Feature 3 4 3 3 1
8th +3 Ability Score improvement 3 4 3 3 2
9th +4 Ability Score improvement 3 4 3 3 2 1
10th +4 Shamanic Tradition Feature 3 4 3 3 2 1
11th +4 Elemental Affinity Feature 4 4 3 3 2 1 1
12th +4 Ability Score improvement 4 4 3 3 2 1 1
13th +5 Elemental Familiar 4 4 3 3 2 1 1 1
14th +5 Elemental Sensing 4 4 3 3 2 1 1 1
15th +5 Shamanic Tradition Feature 4 4 3 3 2 1 1 1 1
16th +5 Ability Score improvement 4 4 3 3 2 1 1 1 1
17th +6 Elemental Harmony 4 4 3 3 2 1 1 1 1 1
18th +6 Elemental Affinity Feature 4 4 3 3 3 1 1 1 1 1
19th +6 Ability Score improvement 4 4 3 3 3 2 2 1 1 1
20th +6 Elemental Ascendancy 4 4 3 3 3 2 2 2 1 1

 

 

Class Features

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose between an Herbalism kit or one musical instrument
Saving Throws: Wisdom
Skills: Choose two from Acrobatics, Nature, History, Insight, Perception, and Survival

Equipment

You commence your journey with the following equipment, in addition to the gear granted by your chosen background:

(a) a bow and 20 arrows or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneer’s pack or (b) an explorer’s pack Two daggers

Spellcasting

Drawing upon the primal essence of the elements themselves, you possess the ability to cast spells, shaping these elemental forces to your will.

Cantrips

At 1st level, you gain knowledge of two cantrips chosen from the Shaman spell list. As you progress, consult the “Cantrips Known” column of the Shaman table to determine when you learn additional shaman cantrips.

Preparing and Casting Spells

Refer to the Shaman table to discern the number of spell slots at your disposal for casting Shaman spells of 1st level or higher. To cast a shaman spell, expend a slot of the spell’s level or higher. All expended spell slots are replenished following a long rest.

You maintain a prepared list of shaman spells available for casting, selecting from the shaman spell list. In doing so, choose a number of shaman spells equal to your Wisdom modifier added to your Shaman level (with a minimum of one spell). These selected spells must correspond to a level for which you possess spell slots.

For instance, if you are a 3rd-level shaman aligned with the Mystic Shaman affinity or a 5th-level War Shaman, you possess four 1st-level and two 2nd-level spell slots. Assuming a Wisdom score of 16, your roster of prepared spells may include six spells of either 1st or 2nd level, in any combination. The preparation of the 1st-level spell Cure Wounds, for example, allows you to

Blazing Pyrekeeper War Shaman

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cast it using either a 1st-level or 2nd-level slot without removal from your prepared spells.

You also possess the flexibility to alter your list of prepared spells following a long rest. This alteration necessitates a period of contemplation and meditation, requiring at least 1 minute per spell level for each spell in your selection.

Spellcasting Ability

Wisdom serves as your spellcasting ability for your shaman spells, as your magical prowess stems from your unwavering devotion and elemental attunement. You rely on Wisdom whenever a spell references your spellcasting ability. Moreover, when determining the saving throw DC for a shaman spell you cast or when making an attack roll with such a spell, apply your Wisdom modifier.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You possess the capability to cast shaman spells as rituals if the spell features the ritual tag and is part of your prepared repertoire.

Spellcasting Focus

As a conduit for elemental forces, you may utilize a shamanic focus as the focal point for your spellcasting, facilitating the casting of your shaman spells.

Shamanic Traditions

1st-level Shaman Feature

You must select a Shamanic Tradition between War Shaman and Mystic Shaman, which describes the unique path your Shamman has taken to master their elemental abilities. This choice grants you features when you select it at 1st level, 2nd level, 5th level, 7th level, 10th level and 15th level.

Elemental Affinity

Starting at 1st level and then again at 6th, 14th, and 18th level, Shamans choose an Elemental Affinity that defines their unique connection to the elements. Each choice bestows distinctive features.

  • Storm Herald: The Storm Herald Shaman specializes in the thunder’s fury, wielding its power with unmatched intensity and unleashing mighty thunder-based abilities and spells.
  • Stoneheart: Stoneheart Shamans specialize in earth-based abilities and spells, demonstrating unparalleled control over the rugged terrain.
  • Blazing Pyrekeeper: These Shamans are experts in the art of fire-based abilities and spells, wielding flames with mastery and precision.

 

 

  • Tidecaller: Masters of water-based abilities and spells, Tidecallers can manipulate the ebb and flow of aquatic forces with finesse.
Storm Herald War Shaman

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Elemental Familiar

13th-level Shaman Feature

You gain the ability to cast find familiar once per short rest, the familiar takes shape of an elemental of your chosen affinity.

Elemental Sensing

14th-level Shaman Feature

Your connection to the elements allows you to sense disturbances in the natural world. You can spend 1 minute in meditation to detect the presence and direction of elemental creatures (elementals, genies, etc.) or sources of strong elemental magic within 1 mile of you.

Elemental Harmony

17th-level Shaman Feature

You may meditate and create a connection to the elemental plane, gaining benefits depending on the elemental plane you communed with:

  • Earth: Your body becomes as tough as stone, granting resistance to bludgeoning, piercing, and slashing damage.
  • Fire: Flames envelop you, and your melee weapon attacks and unarmed strtikes deal additional fire damage equal to your shaman level.
  • Water: You gain the ability to cast the Water Walk and Water Breathing spells at will, without expending a spell slot, and you can use your remaining hit dice to heal yourself or others.
  • Air: You become lighter as the air becomes a part of your body, you can levitate, and gain an additional 15 feet of movement speed.

Elemental Ascendancy

20th-level Shaman Feature

At the pinnacle of their elemental mastery, the Shaman becomes a living embodiment of their chosen element, harnessing unprecedented control over it. Once per long rest, the Shaman may invoke this extraordinary ability, which lasts for 1 minute. The specific effects of Elemental Ascendancy are dictated by the Shaman’s elemental affinity, all effects end if you fall unconscious, the duration ends, or you chose to end the ability

Air Elemental Ascendancy

You gain the following effects:

  • Thunder and lightning damage heals you, and is stored to deal extra damage on your next attack that uses your elemental affinity
  • You become immune to Poison, and gain resistance to all other damage types
  • Gain a flying speed equal to your movement speed and an additional 20 feet movement speed.
  • The area in a 100 foot cube around you is under the effect of Control Winds, you choose wich effect it uses, and you can choose which creatures won’t be affected by it.
  • As you activate Air Elemental Ascendacy you also cast Storm of Vengance centered on yourself, but you can choose wich creatures won’t be affected by it.
  • You can use your action cause an effect of Storm of Vengance that already happened to happen again or to recast storm of vengance without expending a spell slot, centered on you and choosing wich creatures won’t be affected by it.
  • When you activate Water Elemental Ascendacy you also instantly cast without expending a spell slot Control Weather, Overcast and ground fog, cold temperature and Storm. You dont require concentration for this, but you cant change any of the effects.

Earth Elemental Ascendancy

You gain the following effects:

  • You gain immunity to force damage, to being restrained, blinded or petrified

  • As an action you can use of the effects of Wrath of Nature, the effect lasts until you chose another option, you fall uncancious, or Elemental Ascendacy ends. However instead of grasses and undergrowth is quicksand, instead of trees, are rock monoliths that shoot jagged stones, instead of roots and vines is living earth that tries to restrain the targets.

  • For the duration of the ability your strength becomes 30, and it becomes your spellcasting ability for earth spells

  • As an action you can create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strenght modifier) or take 4d8 bludgeoning damage and be knocked prone. On a failed save take half as much damage.

  • You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end their movement there. If you do so, you are ejected to the nearest unoccupied space.

  • When you activate Earth Elemental Ascendacy you also instantly cast without expending a spell slot Control Weather, light clouds, cool temperature and strong winds. You dont require concentration for this, but you cant change any of the effects.

 

 

Fire Elemental Ascendancy:

You gain the following effects:

  • Fire damage heals you
  • Immunity to poison and resistance to all other damage types
  • An emanation of scorching heat extends in a 30-foot radius centered on you, causing enemies to take fire damage at the start of their turn equal to 8 + your proficiency bonus + your Wisdom modifier.
  • Your weapon attacks, unarmed strikes, and spells deal additional fire damage equal to their Wisdom modifier to every other creature in a 5-foot radius of the target.
  • As an action you can erupt a 15 ft cone, of fire, forcing creatures in it to take a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 4d8 fire damage. On a failed save take half as much damage.
  • When you activate Water Elemental Ascendacy you also instantly cast without expending a spell slot Control Weather, clear skies, unbearable heat temperature and strong winds. You dont require concentration for this, but you cant change any of the effects.

Water Elemental Ascendancy

You gain the following effects:

  • Cold damage heals you
  • Healing Waters heals for the full amount
  • Immunity to poison and resistance to all other damage types
  • When you cast Water Whip*, you can cast it simultaneously from any number of water surfaces in range up to your wisdom modifier, and it counts as if the spell was casted 2 levels highers.
  • As an action you can use one of the effects of Control Water, the effect lasts until you chose another option, you fall uncancious, or Elemental Ascendacy ends
  • Frozen limbs instead of restraining, paralyzes
  • When you activate Water Elemental Ascendacy you also instantly cast without expending a spell slot Control Weather, with Rain, hail, or snow, cold temperature and strong winds. You dont require concentration for this, but you cant change any of the effects.

Stoneheart War Shaman

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Shamanic Traditions

War Shaman:

War shamans channel elemental magic to enhance their combat prowess, infusing both themselves and their weapons with elemental might.

Elemental Warrior

1st-level War Shaman Feature

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with shields, medium armor and martial weapons. You can also use a weapon as your shamanic focus.

Fighting Style

2nd-level War Shaman Feature

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Elemental Fury: You can add your Wisdom modifier to the damage rolls of two-handed melee weapons, the damage is of your chosen elemental affinity.
  • Elemental Maneuver: When you use the Shove or Grapple action, your proficiency bonus is doubled. Additionally, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for these actions.
  • Elemental Precision: Gain a +2 bonus to attack rolls when using one-handed weapons, whether dual-wielding or using a single weapon with a free hand for spells or shields.
  • Elemental Surge: When you score a critical hit with a weapon attack or unarmed strike, you can expend a spell slot to deal additional elemental damage equal to 2d8 of your chosen elemental affinity, and an additional 1d8 per spell level above 1.
  • Elemental Warding: When wielding a one-handed weapon and a shield, you gain a +2 bonus to AC.
  • Elemental Zeal: Whenever you cast a spell that is level 1 or higher of your chosen elemental affinity, you can make one weapon attack as a bonus action.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your Strenght or Dexterity modifier to the damage of the second attack.
  • Elemental Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. If you take this fighting style again, increase the size of the die by 1 (a d6 would increase to d8, d8 to d10).
  • Elemental Swiftness: For every weapon attack or unarmed strike you could do in the current turn, and you chose forego you gain an additional 10 movement speed until the end of the turn, if this ability gives you extra movement speed, you don’t trigger opportunity attacks.

Extra Attack

5th-level War Shaman Feature

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Attacks

7th-level War Shaman Feature

Whenever you deal damage with a melee weapon or an unarmed strike, you deal an additional 1d4 damage of your elemental affinity. The die of your Elemental Attacks increases to 1d6 at 12th level, 1d8 at 14th level, 1d10 at 17th lvl and 1d12 at 20th level.

Elemental Frenzy

10th-level War Shaman Feature

At 10th level, the War Shaman as an bonus action taps into an elemental frenzy, channeling the raw power of your chosen element. You gain temporary hit points equal to your Shaman level when you activate this feature. Additionally, during this frenzy, you can make one additional melee weapon attack or unarmed strike per turn.

This elemental frenzy lasts for 1 minute, providing the War Shaman with enhanced combat capabilities. You can use this feature a number of times equal to once per 5 levels in this class before requiring a long rest to regain their expended uses.

Furthermore, each time the War Shaman casts a spell of their chosen elemental affinity, you regain these temporary hit points.

Elemental Confluence:

15th-level War Shaman Feature

The War Shaman can merge their martial and elemental abilities seamlessly. When you hit a creature with a weapon or unarmed strike, you can expend a spell slot to unleash a surge of elemental energy. The target takes additional damage of their chosen elemental affinity equal to 2d10 per level of the spell slot, and creatures within 10 feet of the target take half of that damage. This ability allows the War Shaman to become a walking elemental force on the battlefield.

 

 

Mystic Shaman:

Mystic Shamans harness the raw elemental forces, conjuring potent spells to unleash upon their adversaries. This choice also grants them additional spell slots, including higher-level ones.

Elemental Familiarity

1st-level Mystic Shaman Feature

Your connection to the elements grants you advantage on saving throws against spells and abilities that deal damage of your chosen elemental affinity. Additionally, you can speak, read, and write Primordial, the language of the elemental planes.

Elemental Mastery

5th-level Mystic Shaman Feature

Your understanding of elemental magic deepens, allowing you to add your Wisdom modifier to the damage of any spell you cast that deals damage of your chosen elemental affinity.

Elemental Resistance

7th-level Mystic Shaman Feature

You gain resistance to your elemental affinity, if you have 2 sources of resistance towards your elemental affinity you gain immunity, and if you have 3 sources of resistances towards your elemental affinity, you are healed instead of taking damage.

Elemental Mastery II

10th-level Mystic Shaman Feature

As a 10th-level Mystic Shaman, you going total mastery over your chosen elemental affinity, spells you cast ignore resistance to damage of your elemental affinity, additionally as a reaction you can empower other spells of your chosen affinity allowing you to add your Wisdom modifier to the damage.

Elemental Guardian

15th-level Mystic Shaman Feature

As a 15th-level Mystic Shaman, you have attained a profound connection with the elemental forces that course through the multiverse. Through a mystical ritual that spans a 10-minute invocation, you can summon a powerful elemental ally of your elemental affinity.

Upon completing this ritual, an elemental entity manifests in a dazzling display of elemental energy. This elemental guardian serves as your loyal companion and protector for a duration of 1 hour, it is of challenge rating 7 or less.{{imageMaskEdge8,–offset:0%,–rotation:270

Blazing Pyrekeeper Mystic Shaman

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Elemental Affinities

Storm Herald

Air Affinity Initiate

1st-level Storm Herald Feature

Air is your chosen element, coursing through your veins. Your innate connection to the element of air bestows upon you an intuitive understanding of the winds and skies. As a result, you gain the following benefits:

  • Air becomes your elemental affinity
  • Gain advantage on saving throws against effects that attempt to move or knock you prone due to wind, including formidable gusts and whirlwinds.
  • Your affinity with the air heightens your perception, granting proficiency in Perception checks, doubling your hearing range, and rendering you immune to surprise.
  • The air becomes your ally, easing your movement. You gain proficiency in Stealth, an additional 10 feet of movement, and the ability to cast Feather Fall on yourself at will if you wear light armor or no armor and carry no shield.

Windborne Strikes

2nd-level Storm Herald Feature

Your mastery of the air breathes vitality into your attacks and spells with the power of the wind. Whenever you cast a spell dealing lightning or thunder damage or make a weapon attack or unarmed strike, the surrounding air crackles with energy.

  • Creatures you hit with spells, abilities or attacks that deal lightning or thunder damage must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be pushed 5 feet away from you.
  • When executing a weapon attack or unarmed strike, your melee weapon’s and unarmed strike’s range extends by 5 feet, as the winds carry the force of your attacks, this lasts until end of turn.

Tempestuous Strikes

6th-level Storm Herald Feature

Your dominion over the power of air has evolved, enabling you to manipulate the battlefield with your attacks and spells.

Whenever your abilities, spells, attacks, or other actions push or knock back a creature, they suffer an additional 1d6 bludgeoning damage for every 5 feet they are displaced.

The die associated with your Tempestuous Strikes upgrades as you advance in this class, changing to a d8 at 11th level, a d10 at 14th level, and a d12 at 18th level.

Storm Herald War Shaman

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Ride the Lightning

11th-level Storm Herald Feature

When you take the Dash action or if your movement will move you at least 40 feet, you can choose to become lightning until end of turn. During this time, you double your movement speed (this effect does not stack with itself), you can move through creatures as if they were difficult terrain, and, upon first contact with a creature each turn, force them to succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d8 lightning damage and be knocked away 10 feet On a successful save, the creature takes half as much damage and isn’t pushed. Also you don’t provoke opportunity attacks. This effect lasts until you stop moving or the turn ends, whichever happens first.

Storm Avatar

18th-level Storm Herald Feature

Your mastery over the air has reached its zenith, granting you unparalleled control over the swirling winds. You manifest the following abilities:

  • As a reaction, you can impose disadvantage on an attack directed at you.
  • Gain an additional 10 feet of movement speed, and for every 2 feet you push or knock back another creature, you gain an additional 1 foot of movement speed.
  • Every time you do an attack, or cast an air spell you gain flying speed equal to your movement speed until end of turn.
  • You add your proficiency bonus to your initiative roll.

Stoneheart

Earth Affinity Initiate

1st-level Stoneheart Feature

Earth serves as your steadfast foundation, and your profound connection to this element imparts an unwavering sense of stability. As a result, the following benefits become yours:

  • Earth becomes your elemental affinity.
  • Your deep-rooted connection with the earth fortifies your stability, granting proficiency in Athletics checks and advantage on checks to resist being forcibly moved.
  • Your attunement to the earth sharpens your senses, granting proficiency in Survival checks and the ability to detect ground vibrations, effectively granting you tremorsense within a 10-foot radius.
  • The unyielding nature of the earth fortifies your resilience, granting proficiency in medium armor, heavy armor, and shields.

Earth elemental affinity

Earth’s corresponding elemental affinity damage type is bludgeoning, and it is considered to be magical when considering resistances. However when a spell does force damage it is also considered to be an earth spell

Storm Herald Mystic Shaman

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Immovable force

2nd-level Stoneheart Feature

Your mastery of earth manipulation enhances your defensive capabilities with the might of the land. Instead of moving during your turn, you can fortify yourself with an outer armor of earth and jagged stone, which persists until the start of your next turn. While in this state, you gain the following effects:

  • Increase your armor class by 2.
  • Whenever a creature or object within 5 feet of you attacks or deals damage to you, you retaliate by dealing damage to them equal to your Wisdom modifier. This range increases to 10 feet at 6th level, 15 feet at 11th level, and 20 feet at 18th level.

Stonewall

6th-level Stoneheart Feature

Your connection with the earth allows you to erect protective barriers swiftly. You can use your reaction to form an earthen barrier that measures 10 feet in length, 1 foot in width, and half your height in height. This barrier emerges from a point on the ground or a wall that you can touch, providing half cover. The barrier remains in place until the commencement of your next turn.

Half Cover

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Earth’s Ward

11th-level Stoneheart Feature

Your protective instincts are deeply ingrained, allowing you to shield your allies from harm. As a reaction, when an ally within 30 feet takes damage, you have the ability to redirect that damage to yourself. Additionally, you gain the power to cast Warding Bond at will, with its effects lasting for 8 hours or until you cast Warding Bond again.

Tectonic Movement

18th-level Stoneheart Feature

Your mastery over the earth’s forces reaches its zenith. Once per long rest, you can take an action to induce seismic upheaval within a 30-foot radius centered on yourself for 1 minute. However, you possess the precision to designate stationary areas or creatures within this radius to be unaffected, ensuring that the ground remains steady beneath them. Every other creature standing on shacking ground must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone and take 5d6 bludgeoning damage.

Stoneheart Mystic Shaman

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Blazing Pyrekeeper

Fire Affinity Initiate

1st-level Blazing Pyrekeeper Feature

The searing element of fire flows through your essence, its fierce passion igniting within you. Your innate connection to the fiery element grants you an intimate understanding of its destructive and transformative nature. As a result, you gain the following benefits:

  • Fire becomes your elemental affinity.
  • You have resistance to fire damage.
  • You can produce flames at will, allowing you to create small flames for illumination or minor tasks.
  • Your mastery over fire grants you advantage in performance checks when utilizing this element.

Emberfist Strikes

2nd-level Blazing Pyrekeeper Feature

Your mastery of fire enhances your attacks and spells with the scorching power of flames. Whenever you cast a spell that deals fire damage, or when you make a weapon attack or unarmed strike, your strikes ignite with fiery energy.

When you deal fire damage to a target, your may ignite in flames the target, taking additional fire damage equal to your Wisdom modifier at the start of each of their turns until they extinguish the flames. They may use an action to put the fire out by rolling in the ground. This can be used an amount of times equals to your proficiency bonus per long rest.

Inferno Burst

6th-level Blazing Pyrekeeper Feature

Your control over fire magic reaches new heights, enabling you to release explosive bursts of flames.

Whenever you deal fire damage with a spell or ability, or deal damage with a melee weapon attack or unarmed strike, you may use a spell slot to cause a burst of fire to consume the enemy. This triggers your Emberfist Strikes and inflicts 2d6 fire damage, with an additional 1d6 damage for each level beyond 1 at which the spell was cast.

Feed the Flame

11th-level Blazing Pyrekeeper Feature

Your profound connection to fire empowers you to channel its essence into your spells and attacks. When you use a spell slot to deal fire damage, you can choose to expend a another spell slot of the same level or lower. If you do, the spell’s damage is maximized, dealing the maximum possible damage for its level.

Pyroclasmic Frenzy

18th-level Blazing Pyrekeeper Feature

Your connection to fire has evolved into an unstoppable force of nature.

You gain the ability to enter a state of “Pyroclasmic Frenzy” at will. During this state, you can use your Inferno Burst ability without expending a spell slot and it counts as if you used a level 1 spell slot. This state lasts for 1 minute, during which you gain immunity to fire damage. After the frenzy ends, you suffer one level of exhaustion.

Blazing Pyrekeeper Mystic Shaman

Arpi

 

 

Tidecaller

Water Affinity Initiate

1st-level Tidecaller Feature

Water is your chosen element, flowing through your very being. Your profound connection to the element of water imparts a deep understanding of its fluidity and life-giving properties. As a result, you gain the following benefits:

  • Water becomes your elemental affinity.
  • You have resistance to cold damage.
  • You can make clean drinking water at will from any water source, providing sustenance for yourself and others.
  • Your attunement to water enhances your ability to soothe and heal. You gain proficiency in Medicine checks
  • You can shape ice into useful objects, such as tools or barriers. With time and concentration, you can craft more intricate ice creations.
  • You can walk on water as if it were solid ground, allowing you to traverse bodies of water with ease.

Frozen Limbs

2nd-level Tidecaller Feature

Your mastery over ice enables you to immobilize your foes. When you deal cold damage, or damage with a melee weapon or unarmed strike, the target’s speed is reduced by 10 feet plus an additional 10 feet for each level of the spell until the end of their next turn, if no spell was used, its just reduced by 10 feet. If their movement speed is reduced to 0, they become restrained until the end of their next turn.

Aquatic Conduit

6th-level Tidecaller Feature

You can channel your spells through sources of water. When you cast a spell, you can choose to have it originate from any nearby source of water. For instance, if a player possesses a waterskin, you can cast spells like Cure Wounds from it, healing the player. Alternatively, you can cast spells like Healing Word to target a creature within 60 feet of the water source, even if they are out of your normal spell range. Afterward, the water returns to its source.

Source of Water

A source of water, is any amount of water equal or larger than a handful of water.

Cleansing Wave

6th-level Tidecaller Feature

Your healing abilities extend beyond mere restoration. When you heal a creature, you also have the power to remove a harmful condition, such as poison or blindness, afflicting the target.

Healing waters

11th-level Tidecaller Feature

Your icy powers can mend as well as harm. When you would deal frost damage to a creature, you can choose to instead heal them for half the amount that it would have dealt and suffer no other effects from the original spell, or ability.

Waves of Restoration.

18th-level Tidecaller Feature

Your mastery over water reaches its apex, enabling you to heal multiple targets simultaneously. Whenever you heal a creature, every other creature you choose within 10 feet of you or a water source is also healed for the same amount. This ability does not trigger itself and can be used an amount of times equals to your proficiency bonus.

Tidecaller Mystic Shaman

Arpi

 

 

New Spells Descriptions

Whenever a new spell is referred to it is going to have an asterisk at the end of the name.

Boulder Toss

1st-level Transmutation

Casting Time:
1 action
Range:
15 ft.
Components:
S
Duration:
Instant

You stomp your foot into the ground, causing a massive boulder to erupt from the earth in front of you. With a swift punch, you propel the boulder toward a target of your choice within range, making a Ranged Spell Attack. On a hit, the target takes 1d10 Bludgeoning damage as the boulder shatters, releasing shrapnel that strikes every creature in a 15-foot cone. Each creature in the cone must succeed on a Dexterity Saving throw or take 3d6 Piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d6 for each slot level above 1st.

Combustion Sigil

1st-level evocation

Casting Time:
1 action
Range:
Touch
Components:
S, M (a piece of charcoal and a vellum sheet)
Duration:
1 hour

You inscribe a fiery sigil on a vellum sheet with charcoal. This inscribed sheet can adhere to smooth surfaces or be secretly placed on a creature without their knowledge with a successful Sleight of Hand check. When the spell’s duration expires, the sigil combusts in a fiery explosion. Every creature within a 10-foot radius must succeed on a Dexterity saving throw or take 2d6 fire damage. Additionally, this explosion triggers any other sigils within range.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Crystalize Weapon

3th-level Transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
S, M, V V, S, M (a rare crystal worth at least 100 gp)
Duration:
1 hour

You touch a weapon and infuse it with the power of crystalline earth. For the duration, the weapon gains a +1 bonus to attack and damage rolls and deals an additional 2d4 piercing damage on each hit. Additionally, the weapon can bypass any resistance to non-magical attacks.

Earthen Maw

5th-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a small stone figurine of a gaping mouth)
Duration:
Concentration, up to 1 minute

You conjure a massive earthen maw, a 15-foot radius opening, from the ground at a point within range. All creatures within the area of effect must make a Strength saving throw. On a failed save, a creature is engulfed by the maw, becoming restrained and unable to breathe. The engulfed creature takes 6d8 bludgeoning damage at the start of each of its turns while restrained and has total cover from attacks originating outside the maw. On a successful save, they take 3d8 bludgeoning damage and manage to escape the maw.

Creatures can attempt to break free from the restraint by repeating the Strength saving throw at the end of their turn. Medium-sized or smaller creatures have disadvantage on this saving throw.

Earthmeld

Transmutation Cantrip

Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
1 minute

You merge with the earth beneath you, becoming one with the terrain. For the duration, you can move through difficult terrain made of earth or stone without penalty.

Earth Spike

4th-level Evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a small, pointed stone)
Duration:
Instantaneous

You cause a jagged spike of earth to erupt from the ground at a point you can see within range. The spike pierces through any creature or object in its path. Make a ranged spell attack against a target. On a hit, the target takes 6d8 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be restrained by the spike until it takes an action to break free.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, an additional spike emerges, striking either the same target or a different within range for every two slot levels above 4th

 

 

Fiery Distraction

5th-level enchantment

Casting Time:
1 minute
Range:
60 feet
Components:
V, S, M (a pinch of ash and a piece of red glass)
Duration:
Concentration, up to 1 hour

You create a medium-sized figure made of fire that dances and flickers with captivating allure. Each creature within sight of the figure must succeed on a Wisdom saving throw or become entranced, fixated on the dancing flames. While under the effects of this enchantment, affected creatures have disadvantage on Perception checks, as their attention remains focused on the figure. The charm effect ends if something else attracts their attention or obstructs their view of the illusion.

Flame Daggers

1st-level evocation

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

You extend your fingers, and with a flick of your hand, conjure up to 10 fiery daggers, one for each finger. These blazing blades instantly launch toward a target of your choice within range, homing in unerringly. Each dagger deals 1d4 fire damage, with the total damage applied to the target without the need for an attack roll or a saving throw.

However, you must designate a different creature for each dagger to target. Attempting to direct multiple daggers at a single creature causes the spell to malfunction, resulting in the daggers going astray and missing their intended targets.

Flame Vortex

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You create a swirling vortex of flames at a point you can see within range. The vortex is 20 feet in diameter and sheds bright light in a 40-foot radius. Any creature that starts its turn within the vortex takes 4d10 fire damage and must succed on a Strenght saving throw or be pulled 10 feet closer to the center and their movement speed is reduced to 0 until their next turn.

Flame Whip

3rd-level evocation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

You conjure a fiery whip in your hand. As an action on each of your turns while concentrating, you can make a melee spell attack against a creature within 10 feet of you. On a hit, the target takes 3d6 fire damage and must make a Strength saving throw or be pulled 10 feet closer to you. You can choose to release the whip as a ranged attack with a range of 30 feet, dealing the same damage and on a hit, the target must succeed on a Stenght saving throw or become restrained. If the target is restrained they take 2d6 fire damage on the start on their turn. The target may repeat the save at the end of it’s turn. On a success the flame whip is extinguished ending the spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 3rd and the range is increased by 5 feet.

Flaming Fistburst

4th-level evocation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

You empower your unarmed strikes with the elemental fury of fire. For the duration, whenever you make an unarmed strike, flames erupt from your fists, creating a 15-foot cone in front of you. All creatures in that cone must make a Dexterity saving throw or take 4d8 fire damage on a failed save, or half as much damage on a successful one.

Additionally, your unarmed strikes deal an extra 1d6 fire damage. If you land a critical hit with an unarmed strike, the fire damage dice are doubled

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each level above 4th.

 

 

Galeforce Vortex

4th-level evocation

Casting Time:
1 action
Range:
Self (5-foot radius)
Components:
V, S
Duration:
Concentration, up to 1 minute

You conjure a powerful galeforce vortex centered on yourself. All creatures within range must make a Strength saving throw or be buffeted by the vortex, taking 4d8 bludgeoning damage and being forcefully pushed 15 feet away from you, causing them to fall prone. On a successful save, they take half damage and are not pushed or knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for every two slot levels above 4th and the range is increased by 5 feet.

Gravity Well

2nd-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a lodestone)
Duration:
Concentration, up to 1 minute

You create a localized distortion in gravity at a point within range. All creatures and objects within a 10-foot radius sphere centered on that point experience increased gravity. Their movement speed is halved, and they have disadvantage on Strength and Dexterity saving throws while in the area.

Inferno Convergence

6th-level Evocation

Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
Concentration, up to 1 minute

You summon the essence of a raging inferno and manipulate it to your will. A swirling vortex of flames erupts at a point within range, expanding to a 20-foot radius. This vortex is not just destructive but also manipulates the battlefield in your favor.

  • Initial Burst: When you cast this spell, every creature in the area of effect must make a Dexterity saving throw or take 10d6 fire damage and be knocked prone on a failed save, or take half damage and remain standing on a successful one. Any flammable objects in the area are instantly incinerated.

  • Searing Aura: As long as you maintain concentration, the vortex crackles with intense heat, creating a zone of flames in the area. Any creature that enters or starts its turn within the vortex’s radius must make a Dexterity saving throw or take 4d6 fire damage. Additionally, the ground within the radius becomes hazardous terrain, making it difficult terrain.

  • Pyrokinetic Distortion: While the spell is active, you gain the ability to manipulate fire with precision. As a bonus action on each of your turns, you can choose to extinguish the flames in a 5-foot radius within the vortex, creating a temporary safe zone that grants immunity to the damaging effects of the spell for creatures within it.

  • Fire Manipulation: You can use your action to control the direction and size of the vortex. You can mo- ve the vortex up to 20 feet in any direction within the spell’s range, and you can expand or shrink its radius by up to 5 feet.

Living Bomb

1st-level Evocation

Casting Time:
1 bonus action
Range:
30 feet
Components:
S
Duration:
Concentration, up to 1 minute

You light a flame in the essence of a creature you can see within range. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with an attack. Also, every time the creature takes fire damage it gains 1 stack of ignition, if you bring the creature to an amount of hit points less than or equals to the amount of ignition stacks, the creature burns in flames taking that amount of fire damage.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to light a flame a new creature’s essence.

 

 

Monolith Ward

5th-level abjurationn

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a small stone figurine)
Duration:
Concentration, up to 1 minute

You summon a massive stone monolith from the ground at a point of your choice within range. The monolith has an AC of 18, 100 hit points, and resistance to all damage types except force and psychic. It occupies a 10-foot by 10-foot space and blocks movement.

As long as the monolith is active, any damage taken by creatures of your choosing, within 30 feet of it is redirected to the monolith. The monolith absorbs the damage, deducting it from its hit points. If the monolith’s hit points are reduced to 0, it shatters, and the spell ends. Any remaining damage is then dealt to the creatures as if the monolith were never there, and the area were the monolith was becomes difficult terrain.

Stonefist

1st-level Transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
S,M (two handfulls of earth, sand or stones)
Duration:
Concentration, up to 1 minute

The ground around you rises and covers both of your fists into a mighty stone fist, granting you the strength of the earth. For the duration, your unarmed strikes deal an additional 1d6 bludgeoning damage, and you gain a +2 bonus to your Strength (Athletics) checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Stoneform

3rd-level Abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a small gemstone)
Duration:
Concentration, up to 1 minute

You touch a willing creature, turning their skin to stone temporarily. The target gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks, and they can’t be paralyzed or restrained. They also gain advantage on Strength saving throws but have disadvantage on Dexterity saving throws.

Stoneform Shield

3rd-level Abjuration

Casting Time:
1 reaction, which you take when you are hit by an attack or targeted by a spell
Range:
Self
Components:
V, S, M (a small gemstone)
Duration:
1 round

A protective stone shell forms around you, reducing the damage taken. Until the start of your next turn, you have a +10 bonus to AC, and you gain resistance to all damage from that attack or spell, and you cannot be knocked prone or moved against your will as a result of the attack.

Stone Fortress

3rd-level Transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a small stone wall)
Duration:
Concentration, up to 1 hour

You create a protective stone barrier in a 30-foot radius around you. The wall has an AC of 14 and 60 hit points and grants three-quarters cover to you and your allies behind it. While concentrating, you can expend your reaction to cause the wall to absorb a ranged attack or spell that targets you or your allies, reducing the damage taken by 2d6.

 

 

Terraquake

7th-level Evocation

Casting Time:
1 action
Range:
Self (60-foot radius)
Components:
M, S
Duration:
Concentration, up to 1 minute

You channel the raw power of the earth, causing the ground to tremble violently within a 60-foot radius centered on yourself. This spell creates a localized earthquake that lasts for the duration.

  • Earth Tremors: The ground in the affected area becomes difficult terrain, and all creatures within it must make a Dexterity saving throw or be knocked prone. Flying creatures within the area must also make a Dexterity saving throw or fall to the ground, taking falling damage as appropriate.

  • Boulder Barrage: You can use your bonus action on subsequent turns to cause massive boulders to erupt from the ground and launch toward a target of your choice within the spell’s range. Make a ranged spell attack for each boulder, dealing 6d10 bludgeoning damage on a hit. The number of boulders you can create each round is equal to your spellcasting modifier.

  • Earth’s Protection: While concentrating on this spell, you and your allies within the area have resistance to all damage from ranged attacks, spells, and effects originating from outside the spell’s radius. Additionally, you have advantage on Strength saving throws, and you and your allies are immune to being restrained or grappled by effects that rely on the ground.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the boulders increases by 1d10 for each slot level above 7th.

Tectonic Shift

3rd-level transmutation

Casting Time:
1 action
Range:
Self (15-foot radius)
Components:
S
Duration:
Instantaneous

You slam your feet into the ground, sending a shockwave through the earth’s surface. Choose up to a number of creatures equal to your spellcasting modifier that are standing on the same surface and within range. The ground beneath each chosen creature shifts suddenly, moving them to a new location of your choice within range. Each affected creature must make a Dexterity saving throw or be knocked prone.

Water Whip

1st-level Evocation

Casting Time:
1 action
Range:
Touch
Components:
S,M (a water source)
Duration:
Instant

ou summon a whip of water from a nearby water source within range. Make a ranged spell attack against a creature within 5 feet of the water source. On a hit, the target takes 1d4 cold damage.

The spell’s range and damage increase based on the size of the water source:

  • Tiny: 2d4 damage, 10 feet range (Tiny is from a handful of water to a 2.5 feet block)
  • Small: 4d4 damage, 15 feet range (Small is at most 5 feet feet area with 2.5 feet height)
  • Medium: 6d4 damage, 20 feet range (Medium is at most a 5 feet block)
  • Large: 8d4 damage, 30 feet range (Large is at most a 10 feet block)
  • Huge: 10d4 damage, 40 feet range (Huge is at most a 20 feet block)
  • Gargantuan: 12d4 damage, 50 feet range

At Higher Levels: When you cast this spell using a spell slot of 3th level the die increases to a d6, at 5th level to a d8, at 7th level to a d10, and at 9th level to a d12.

 

 

Feats

Air touched

Your exposure to Air elementals, shamans or the plane of Air has changed you, granting you the following benefits:

  • Increase your Inteligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the Shatter spell and one 1st-level spell of your choice. The 1st-level spell must from the Air Spells elemental school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Earth touched

Your exposure to Earth elementals, shamans or the plane of Earth has changed you, granting you the following benefits:

  • Increase your Inteligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the Warding Bond spell and one 1st-level spell of your choice. The 1st-level spell must from the Earth Spells elemental school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Fire touched

Your exposure to Fire elementals, shamans or the plane of fire has changed you, granting you the following benefits:

  • Increase your Inteligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the Flaming Sphere spell and one 1st-level spell of your choice. The 1st-level spell must from the Fire Spells elemental school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Water touched

Your exposure to Water elementals, shamans or the plane of Water has changed you, granting you the following benefits:

  • Increase your Inteligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the Healing Spirit spell and one 1st-level spell of your choice. The 1st-level spell must from the Water Spells elemental school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Blazing Pyrekeeper Mystic Shaman

Arpi

 

 

Stoneheart War Shaman

Arpi

Elemental Fighting innitiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the War Shaman class. If you already have a style, the one you choose must be different, unless the fighting style says you can choose it again.

If you dont havea an elemental affinity, you may choose one, but you won’t get any additional benefits for it.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the War Shaman class that you don’t have.

Elemental Transmutation

Prerequisite: Shaman class

  • Increase your Wisdom by 1, up to a maximum of 20.
  • When you cast a spell in the Shaman Spell list, you can change the damage type of a spell you cast to match your elemental affiny, you can activate this feat an amount of times equals to your wisdom modifier per long rest.

Elemental Fury Master

Prerequisite: Shaman class, Elemental Fury feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • You can add your Wisdom Modifier to the damage rolls of any melee weapon or unarmed strike, the damage is of your chosen elemental affinity
  • You gain a +1 to attack rolls with melee weapons and unarmed strikes

Elemental Maneuver Master

Prerequisite: Shaman class, Elemental Maneuver feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • Whenever you attempt to shove or grapplee a creature that is 1 size larger than you or less, you gain advantage
  • Whenever you shove or grapple a creature, you deal damage equals to your Wisdom modifier, the damage type is of your chosen elemental affinity, this damage is done again if you start your turn already grappling a creature.

Elemental Precision Master

 

 

Prerequisite: Shaman class, Elemental Precision feature.

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Tidecaller War Shaman

Arpi

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • The number you need to roll a Critical Hit while attacking is reduced by 1, when using one-handed weapons, whether dual-wielding or using a single weapon with a free hand for spells or shields.

Elemental Surge Master

Prerequisite: Shaman class, Elemental Surge feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • You may activate Elemental Surge without consuming a spell slot, and it counts as it used a level 1 spell
  • When you activate Elemental Surge, the target becomes vulnerable to your chosen elemental affinity until the end of your next turn

Elemental Surge Grandmaster

Prerequisite: Shaman class, Elemental Surge Master

  • When you use your Elemental Surge feature, you can cast a cantrip of your chosen elemental affinity as part of the same attack and it deal additional damage equal to your Wisdom Modifier.
  • Choose an additional Fighting Style from the War Shaman Class.
  • The number you need to roll a Critical Hit while attacking is reduced by 2

Elemental Surge Supreme

Prerequisite: Shaman class, Elemental Surge Grandmaster

  • Increase your Strenght, Dexterity, or Constitution by 2, to a maximum of 20.
  • When attacking a creature with vulnerability you gain advantage
  • When activating Elemental Surge, it will always count as if you spent a Spell of 1 level higher.

Elemental Warding Master

Prerequisite: Shaman class, Elemental Warding feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • When wielding a one-handed weapon and a shield, you gain a +2 to all saves
  • Whenever you take acid, cold, fire, lightning, or thunder damage as a reacting you can cast Absorb Elements at first level without spending a spell slot.

 

 

Elemental Zeal Master

Prerequisite: Shaman class, Elemental Zeal feature.

  • Whenever you cast a spell that is level 1 or higher of your chosen elemental affinity, you can make one weapon attack per spell level as a bonus action. This feat can be used instead of Elemental Zeal a number of times equals to your Wisdom Modifier, per long rest.

Elemental Two-Weapon Fighting Master

Prerequisite: Shaman class, Two-Weapon Fighting feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • When you engage in two-weapon fighting, both of your weapons can add your Wisdom Modifier to the damage roll, the damage type is that of your elemental affinity.

Elemental Unarmed Fighting Fighting Master

Prerequisite: Shaman class, Elemental Unarmed Fighting feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • Increase the size of your unarmed strikes by 1, to a maximum of a d12 (This feat can be taken multiple times)
  • You can add your Wisdom Modifier to your unarmed strikes, the damage type is that of your elemental affinity.

Elemental Swiftness Fighting Master

Prerequisite: Shaman class, Elemental Swiftness feature.

  • Increase your Strenght, Dexterity, or Constitution by 1, to a maximum of 20.
  • You can use the Disengage or Dash action as a bonus action
  • When you activate Elemental Swiftness, you leave a trail behind you charged with your elemental affinity, any other creature than enters the trail, or starts its turn in it must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d8 damage of your Elemental Affinity, this trail lasts for 30 seconds.

Stoneheart Mystic Shaman

Arpi

 

 

Elemental Schools of Magic

Shaman Spells

Cantrips (0 Level)
  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Earthmeld*
  • Fire Bolt
  • Frostbite
  • Gust
  • Green-Flame Blade
  • Magic Stone
  • Mold Earth
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shillelagh
  • Thunderclap
1st Level
  • Absorb Elements
  • Boulder Toss*
  • Burning Hands
  • Catapult
  • Chaos Bolt
  • Chromatic Orb
  • Create or Destroy Water
  • Combustion Sigil*
  • Cure Wounds
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Feather Fall
  • Flame Daggers*
  • Fog Cloud
  • Frost Fingers
  • Hail of Thorns
  • Healing Word
  • Hellish Rebuke
  • Ice Knife
  • Living Bomb*
  • Purify Food and Drink
  • Searing Smite
  • Stonefist*
  • Thunderous Smite
  • Thunderwave
  • Water Whip*
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Aganazzar’s Scorcher
  • Air Bubble
  • Barkskin
  • Continual Flame
  • Dragon’s Breath
  • Dust Devil
  • Earthbind
  • Flame Blade
  • Flaming Sphere
  • Gravity Well*
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Lesser Restoration
  • Pyrotechnics
  • Rime’s Binding Ice
  • Scorching Ray
  • Shatter
  • Skywrite
  • Spike Growth
  • Warding Bond
3rd Level
  • Aura of Vitality
  • Call Lightning
  • Crystalize Weapon*
  • Elemental Weapon
  • Fireball
  • Flame Arrows
  • Flame Whip*
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Arrow
  • Mass Healing Word
  • Meld into Stone
  • Melf’s Minute Meteors
  • Phantom Steed
  • Plant Growth
  • Pulse Wave
  • Sleet Storm
  • Stoneform*
  • Stoneform Shield*
  • Stone Fortress*
  • Tectonic Shift*
  • Thunder Step
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Aura of Life
  • Aura of Purity
  • Conjure Minor Elementals
  • Control Water
  • Earth Spike*
  • Elemental Bane
  • Find Greater Steed
  • Fire Shield
  • Flaming Fistburst*
  • Freedom of Movement
  • Galeforce Vortex*
  • Grasping Vine
  • Ice Storm
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cone of Cold
  • Control Winds
  • Earthen Maw*
  • Fiery Distraction*
  • Flame Strike
  • Flame Vortex*
  • Freedom of the Winds
  • Greater Restoration
  • Immolation
  • Maelstrom
  • Mass Cure Wounds
  • Monolith Ward*
  • Planar Binding
  • Steel Wind Strike
  • Telekinesis
  • Swift Quiver
  • Wall of Stone
  • Wrath Of Nature
6th Level
  • Bones of the Earth
  • Chain Lightning
  • Flesh to Stone
  • Gravity Fissure
  • Heal
  • Inferno Convergence*
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Planar Ally
  • Primordial Ward
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
7th Level
  • Delayed Blast Fireball
  • Fire Storm
  • Forcecage
  • Plane Shift
  • Prismatic Spray
  • Regenerate
  • Reverse Gravity
  • Terraquake*
  • Whirlwind
8th Level
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Tsunami
9th Level
  • Blade of Disaster
  • Mass Heal
  • Meteor Swarm
  • Storm of Vengeance
  • Wish

 

 

Air Spells

Cantrips (0 Level)
  • Booming Blade
  • Gust
  • Shillelagh
  • Shocking Grasp
  • Thunderclap
1st Level
  • Absorb Elements (When it absorbs Lightning or thunder damage)
  • Chaos Bolt (When it deals Lightning or thunder damage)
  • Chromatic Orb (When it deals Lightning or thunder damage)
  • Feather Fall
  • Fog Cloud
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Air Bubble
  • Dragon’s Breath (When it deals Lightning damage)
  • Dust Devil
  • Gust of Wind
  • Shatter
  • Skywrite
3rd Level
  • Call Lightning
  • Elemental Weapon(When it deals Lightning or thunder damage)
  • Fly
  • Haste
  • Lightning Arrow
  • Phantom Steed (It appears as an air elemental version of the chosen steed)
  • Pulse Wave
  • Thunder Step
  • Wind Wall
4th Level
  • Conjure Minor Elementals (When summoning air elementals)
  • Elemental Bane (When choosing lightning or thunder)
  • Find Greater Steed (It appears as an air elemental version of the chosen steed)
  • Freedom of Movement
  • Storm Sphere
  • Summon Elemental (When summoning an air elemental)
5th Level
  • Control Winds
  • Freedom of the Winds
  • Galeforce Vortex*
  • Steel Wind Strike
  • Swift Quiver
  • Telekinesis
6th Level
  • Chain Lightning
  • Investiture of Wind
  • Planar Ally (When sumoning an air primordial)
  • Primordial Ward
  • Wind Walk
7th Level
  • Forcecage
  • Plane Shift (When shifting to the plane of air)
  • Prismatic Spray (When it deal lightning damage)
  • Whirlwind
8th Level
  • Control Weather
9th Level
  • Blade of Disaster
  • Storm of Vengeance

Earth Spells

Cantrips (0 Level)
  • Earthmeld*
  • Magic Stone
  • Mold Earth
  • Shillelagh
1st Level
  • Boulder Toss*
  • Chaos Bolt (When it deals force damage)
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Hail of Thorns
  • Stonefist*
  • Zephyr Strike
2nd Level
  • Barkskin
  • Earthbind
  • Gravity Well*
  • Spike Growth
  • Warding Bond
3rd Level
  • Crystalize Weapon
  • Meld into Stone
  • Pulse Wave
  • Stoneform*
  • Stoneform Shield*
  • Stone Fortress*
  • Tectonic Shift*
  • Wall of Sand
4th Level
  • Conjure Minor Elementals (When summoning earth elementals)
  • Earth Spike*
  • Elemental Bane
  • Find Greater Steed (It appears as an earth elemental version of the chosen steed)
  • Grasping Vine
  • Stone Shape
  • Stoneskin
  • Summon Elemental (When summoning an earth elemental)
  • Wall of Thorns
5th Level
  • Earthen Maw*
  • Monolith Ward*
  • Telekinesis
  • Wall of Stone
  • Wrath Of Nature
6th Level
  • Bones of the Earth
  • Flesh to Stone
  • Gravity Fissure
  • Investiture of Stone
  • Move Earth
  • Planar Ally (When sumoning an earth primordial)
  • Primordial Ward
  • Wind Walk
7th Level
  • Plane Shift (When shifting to the plane of earth)
  • Prismatic Spray (When landing or indingo or violet colors)
  • Reverse Gravity
  • Terraquake*
8th Level
  • Earthquake
9th Level
  • Blade of Disaster

 

 

Fire Spells

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Green-Flame Blade
  • Produce Flame
  • Shillelagh
1st Level
  • Absorb Elements (When it absorbs fire damage)
  • Burning Hands
  • Chaos Bolt (When it deals fire damage)
  • Chromatic Orb (When it deals fire damage)
  • Combustion Sigil*
  • Hellish Rebuke
  • Living Bomb*
  • Flame Daggers*
2nd Level
  • Aganazzar’s Scorcher
  • Continual Flame
  • Dragon’s Breath (When it deals fire damage)
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Elemental Weapon (When it deals fire damage)
  • Fireball
  • Flame Arrows
  • Flame Whip*
  • Melf’s Minute Meteors
  • Phantom Steed (It appears as a fire version of the steed)
4th Level
  • Conjure Minor Elementals (When summoning fire elementls)
  • Elemental Bane (When choosing fire)
  • Find Greater Steed (It appears as a fire version of the steed)
  • Fire Shield (When choosing warm shield)
  • Flaming Fistburst*
  • Summon Elemental (When summoning fire elementals)
  • Wall of Fire
5th Level
  • Fiery Distraction*
  • Flame Strike
  • Immolation
6th Level
  • Inferno Convergence*
  • Investiture of Flame
  • Planar Ally (When summoning a fire primordial)
  • Primordial Ward
7th Level
  • Delayed Blast Fireball
  • Fire Storm
  • Plane Shift (When going to the fire plane)
  • Prismatic Spray (When it deals fire damage)
8th Level
  • Incendiary Cloud
9th Level
  • Meteor Swarm

Water Spells

Cantrips (0 Level)
  • Frostbite
  • Ray of Frost
  • Shape Water
  • Shillelagh
1st Level
  • Absorb Elements (When it absorbs cold damage)
  • Chaos Bolt (When it deals cold damage)
  • Chromatic Orb (When it deals cold damage)
  • Create or Destroy Water
  • Cure Wounds
  • Detect Poison and Disease
  • Frost Fingers
  • Healing Word
  • Ice Knife
  • Purify Food and Drink
  • Water Whip*
2nd Level
  • Dragon’s Breath (When it deals cold damage)
  • Healing Spirit
  • Lesser Restoration
  • Rime’s Binding Ice
3rd Level
  • Aura of Vitality
  • Elemental Weapon (When it deals cold damage)
  • Mass Healing Word
  • Phantom Steed (It appears as a water elemental version of the steed)
  • Sleet Storm
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Aura of Life
  • Aura of Purity
  • Conjure Minor Elementals (When it summons water elementals)
  • Control Water
  • Elemental Bane (When choosing cold)
  • Find Greater Steed (It appears as a water elemental version of the steed)
  • Fire Shield (When you choose chill shield)
  • Ice Storm
  • Summon Elemental (When summoning a water elemental)
  • Watery Sphere
5th Level
  • Cone of Cold
  • Greater Restoration
  • Maelstrom
  • Mass Cure Wounds
6th Level
  • Heal
  • Investiture of Ice
  • Planar Ally (When summoning a water primordial)
  • Primordial Ward
  • Wall of Ice
7th Level
  • Plane Shift (When going to the water plane)
  • Prismatic Spray (When it deals cold damage)
  • Regenerate
8th Level
  • Tsunami
9th Level
  • Mass Heal