Jsk Warrior

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 Endurance
When a creature that you consider to be friendly (including you) starts its turn within 15 feet of this totem, it gains temporary hit points equal to your proficiency bonus.

Totem of Tethering
When created, the totem magically tethers itself to all creatures of your choice within 15 feet of it. When a tethered creature attempts to move to a space that is further than 15 feet from the totem, the creature must make a Strength saving throw. On a failed save, the creature cannot move further than 15 feet from the totem this turn.

Totem of Wrath
Your attack rolls against a creature within 15 feet of this totem deal additional damage equal to your proficiency bonus.

Warrior Shaman
At 1st level, you acquire the training necessary to wield weapon and magic in tandem. You gain proficiency with medium armor, shields, and martial weapons. If you are holding a weapon in each hand, you gain a +1 bonus to your AC.

The spirits also guide your hand when you wield a particular weapon. Whenever you finish a long rest, you can touch one or two weapons that you are proficient with and that do not have the two-handed or versatile properties. When you attack with your chosen weapons, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Furthermore, while you are holding at least one of these weapons, you can use that weapon as a spellcasting focus for your Shaman spells and you can perform the material and somatic components of a spell even if you do not have an unoccupied hand. This benefit lasts until you finish a 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

Bestial Spirit
At 6th level, you resemble a true Warrior Shaman: armed with weapons and magic, you are also capable of summoning the spirit of a beast to fight by your side. As a 10 minute ritual, you can cast the Summon Beast spell. The spell is cast at a level equal to your Shaman spell slot level. When you cast the Summon Beast spell using this feature, the following things are different for you: You can use this feature once, and you regain the use of it when you finish a long rest.
 * The summoned beast is a Medium size beast.
 * You do not need to concentrate on the spell.
 * The duration of the spell is 24 hours, or until you finish a long rest.
 * It's Maul attack is a magical attack.

Primordial Focus
At 10th level, while you are concentrating on a spell, your keen focus allows you to move swiftly and avoid danger. You gain the following benefits.
 * Your speed is increased by 10 feet.
 * When you are hit by an attack that you can see, you roll a d20. On a roll of 11 or higher, the attack misses you instead, regardless of the attack roll.
 * You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Greater Spirit Beast
At 14th level, when you use your Bestial Spirit feature to cast the Summon Beast spell, you can choose one of the following options:
 * You summon two bestial spirits, instead of one.
 * You summon a Large bestial spirit, instead of a Medium one. A Large bestial spirit has twice the maximum hit points of a Medium bestial spirit, and it's Maul attack deals an additional 1d8 + 4 + the spell's level piercing damage.