Jsk Shaman

Core Statistics
Class Type: Pact Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Wisdom, Charisma

Armour Proficiencies: Light Armor

Weapon Proficiencies: Simple Weapons

Other Proficiencies: None

Skill Proficiencies
As a Shaman, you can choose 2 skills from the following list to become proficient with.
 * History
 * Insight
 * Nature
 * Perception
 * Persuasion
 * Religion

Starting Equipment
As a Shaman, you roll 2d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Elemental Blast
At 1st level, you have a deep understanding of the elements and their place in the world. This knowledge allows you to conjure motes of magic containing the spark of an element. You learn the Elemental Blast cantrip. If a feature allows you to replace a cantrip, you cannot replace Elemental Blast.

Pact Magic
At 1st level, your connection and understanding of the elements, spirits, and the primordial current that flows through the world allows you to cast spells from the Shaman spell list. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
 * Cantrips Known: You know three cantrips of your choice from the Shaman spell list. You learn an additional Shaman cantrip at 4th and 10th level.
 * Prepared Spells: You prepare the list of Shaman spells that are available for you to cast. To do so, choose a number of Shaman spells equal to your proficiency bonus + your Wisdom modifier (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Shaman spells requires an hour of uninterrupted time, which can be done during a long rest.
 * Spell Slots: The Shaman feature table shows how many spell slots you have to cast your Shaman spells of 1st through 5th level. 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 expended spell slots when you finish a short or long rest.
 * Spellcasting Focus: You can use a shamanistic focus as a spellcasting focus for your Shaman spells. A shamanistic focus could be the fang of a beast, a totem, an amulet made from natural materials, or a wooden staff.
 * Ritual Spells Known: You cannot cast a spell as a ritual, unless it is a Shaman Rite.

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Shaman Tradition
At 1st level, you have learned how to harness the primordial powers of the world and the universe: through meditation and spiritual exploration, you have made contact with a powerful elemental or spirit. This choice grants you additional features at 1st, 3rd, 6th, 10th, and 14th level.
 * Elementalist
 * Occultist
 * Restoration
 * Spiritualist
 * Warrior

Shaman Rites
At 2nd level, you can perform special rituals known as rites. These rituals draw on the elemental and spiritual power of the world around you to create magical effects. You know two ritual spells from the Shaman rites list. You can cast these special spells only as a ritual, spending 10 minutes in deep concentration. You learn more Shaman rites as you gain levels in this class (see the Rites Known column of the Shaman feature table).

When you gain a level in this class, you can choose one Shaman Rite that you know and replace it with another Shaman Rite that you could learn at that level.

Totem Magic
At 2nd level, you have learned how to combine mundane objects and enchant them with small sparks of power to create magical effects in a small area. Using bone, sticks, stones, vine, and other items found in the wild, you can create a number of totems equal to your proficiency bonus during a long rest.

Creating Totems
You can spend 1 hour foraging in a natural environment to gather enough supplies to create one set of totems. A set of totems is equal to the maximum number of totems you can create each day. You can forage for these materials during the adventuring day, or you can forage for these materials during a long rest. If you forage during a long rest, you can still gain the benefits of a long rest, but only if you avoid danger. The DM may call for an ability check to avoid dangerous wildlife to represent your success, or if the local area is considered safe, the DM may allow you to automatically succeed. If your foraging is interrupted by any means, the number of totems you can create is reduced by 1 until your next attempt.

Alternatively, you can spend 10 silver pieces in any area that sells general goods and supplies to purchase the materials you require. When you spend 10 silver using this feature, you gain one pack of Shaman Supplies. Shaman Supplies allow you to create a full set of totems during a long rest.

Totem Statistics
A totem is a Tiny object. A totem has hit points equal to 12 + your Shaman level, and an AC equal to 12 + your Wisdom modifier (a minimum bonus of +0). A totem has no speeds, and is anchored to the ground where it is place: only the Shaman that placed the totem can pick it up. A creature that is not the Shaman must succeed on a Strength (Athletics) check against a DC equal to 12 + your Wisdom modifier (a minimum bonus of +0) to pick up the totem, otherwise it cannot. A totem automatically fails any saving throws it makes, but it takes half damage from spells and effects that force it to make a saving throw.

Totem Types Known
You know two totem types from the totems list. When you gain certain Shaman levels, you learn additional totem types of your choice, as shown in the Totems Known column of the Shaman table. Whenever you finish a long rest, you can choose one totem type that you know and replace it with another totem type that you could pick at that level.

Using Totems
As a bonus action, you can place a totem in an unoccupied space within 15 feet of you that you can see. The totem occupies its space, but the totem does not hinder other creatures from moving through its space (unless the totem specifies otherwise). As soon as the totem is placed, it is considered an active totem and its effects begin immediately. If you are within 30 feet of an active totem, you can use your bonus action to move it from its current space to a new unoccupied space that you can see within 15 feet of you. Different totem types are active for different amounts of time, but you can use a bonus action to end their effect on your turn, destroying it. Once a totem becomes active, it cannot be recovered.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Greater Primordial Power
At 11th level, your deep understanding of primordial magic allows you to evoke powerful spells. Choose one 6th-level spell from the Shaman spell list as this greater primordial power. You can cast your greater primordial power 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 greater primordial power when you finish a long rest.

Primal Recovery
At 20th level, you can draw the power of the elements and spirits to you to regain expended spell slots. You can spend 1 minute meditating to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.