Jsk Elementalist

Create Totem
When a Shaman follows a tradition, they learn how to create spiritual totems. These totems are unique to each tradition. As a bonus action, you can create a spirit totem in a space that you can see within 30 feet of you. A totem is a Small magical object that is incorporeal and does not restrict the movement of creatures that move through it's space. It has hit points equal to 10 + your Shaman level, an AC equal to 14 + your proficiency bonus, and is resistant to nonmagical bludgeoning, piercing, and slashing damage. A totem lasts for 1 minute, or until you use a bonus action to dismiss it. You can use your bonus action on each of your turns to teleport the spirit totem to a space that you can see within 30 feet of you.

You cannot have more than one type of totem active at once. You can use this feature to create a totem a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short or long rest.

Totem of Clear Mind
When an allied creature within 15 feet of this totem (including you) has to make a Constitution saving throw to maintain concentration on a spell, it can choose to add your Wisdom modifier (a minimum of 1) to the result. This choice must be made before the Constitution saving throw is rolled. If a creature adds your Wisdom modifier to a roll using this totem and fails to maintain their concentration, this totem is destroyed.

Totem of Elemental Fury
When you create this totem, you choose one of the following damage types: acid, cold, fire, poison, lightning, thunder. You also choose one creature you can see within 30 feet of the totem. The totem makes a ranged spell attack against the creature using your ability scores and proficiency bonus. On a hit, the creature takes 1d8 damage of the type you chose when you created this totem. Thereafter, you can use a bonus action on each of your turns to command the totem to perform it's ranged spell attack against a creature that you can see within 30 feet of it.

Totem of Power
When you cast a Shaman spell of 1st-level or higher within 15 feet of this totem, you can choose to absorb the power of the totem as part of casting the spell, destroying it in the progress. If the spell deals damage, you roll one additional damage die when determining the damage of the spell. If the spell does not deal damage, creatures that make a saving throw against the spell make that saving throw with disadvantage.

Elementalist Shaman
At 1st level, you can alter the properties of elemental spells that you cast, or that you see being cast. When you cast a Shaman spell of 1st-level or higher that deals acid, cold, fire, poison, lightning, or thunder damage, you can change the damage type of your spell to one of the listed damage types.

Furthermore, when a creature that you can see within 60 feet of you casts a spell that deals acid, cold, fire, poison, lightning, or thunder damage, you can use your Reaction to attempt to alter the damage type. You make a Wisdom ability check against the creature's spell save DC (or 10 if they do not have one). On a success, you change the damage type of the spell to one of the listed damage types. A creature can willingly allow you to alter their spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short or long rest.

Primordial Powers
At 3rd level, your connection to the elemental and spiritual powers deepens, granting you dominion over powerful abilities. You can choose two primordial powers from the list below. You can choose an additional primordial power at 6th, 10th, 14th, and 18th level. Whenever you finish a long rest, you can choose one primordial power that you know and replace it with another primordial power that you could learn at that level.

Power 1
Power

Power 2
Power

Power 3
Power

Primordial Wrath
At 6th level, you have learned how to best manipulate the elements to your will. You can add your Wisdom modifier (minimum of +1) to one damage roll of any Shaman spell of 1st-level or higher that deals acid, cold, fire, poison, lightning, or thunder damage.

Unknown
At 10th level,.

Unknown
At 14th level,.