Elementalist

Some Shamans gain their abilities while living near places of raw elemental power: active volcanoes, amongst the sands of blazing deserts, atop frigid mountain peaks, or on the stormy coasts of the ocean. Known as Elementalists, these Shamans learn to draw out the most destructive Elemental Spirits and channel them to devastating effect against their enemies.  

Elemental Sage

2nd-Level Shaman (Elementalist) Feature   The primordial Spirits of nature have taught you the secrets of elemental mastery. During a long rest, you can perform a 1-hour ritual to attune to an Elemental Spirit until the end of your next long rest, choosing Air, Earth, Fire, or Water.   This Elemental Spirit grants you resistance to, and affinity with the type of damage associated with it, as shown below:
ElementDamage
AirThunder
EarthAcid
FireFire
WaterCold

Elementalist Spells

2nd-Level Shaman (Elementalist) Feature   You always have spells associated with the Elemental Spirit that you are attuned to prepared at the Shaman levels in the table below. The spells count as Shaman spells for you, but they do not count against the spells you prepare each day.
Shaman LevelAir SpellsEarth SpellsFire SpellsWater Spells
2ndThunderwaveEarth TremorBurning HandsTorrent
3rdShatterEarthen GraspFlaming SphereSnowball Swarm
5thLightning BoltErupting EarthFireballTidal Wave
7thStorm SpherePillars of EarthWall of FireIce Storm
9thControl WindsWall of StoneImmolationCone of Cold

Totemic Destruction

2nd-Level Shaman (Elementalist) Feature   The Elemental Spirit you are attuned to infuses your Totems with its destructive power. Your Totemic Assault gains all the benefits below associated with your current Elemental Spirit:   Air. Totemic Assault deals thunder damage, and on a failed save, the target is moved up to 15 feet in a straight line. This distance is reduced by 5 feet for each size it is over Medium.   Earth. Totemic Assault deals bludgeoning damage, and on a failed save, a Large or smaller creature is knocked prone.   Fire. Totemic Assault deals fire damage, and the damage dice of Totemic Assault become d10s.   Water. Totemic Assault deals cold damage, and on a failed save, until the start of your next turn the creature cannot take reactions and its speed is reduced by 10 feet.  

Elemental Wrath

6th-Level Shaman (Elementalist) Feature   The power you draw from the Elemental Spirits has grown. You bind a Spirit of Wrath, but it does not count against your total number of Bound Spirits. You can also apply the Spirit of Wrath bonus damage to any Shaman spell or feature that deals the damage type of your Elemental Spirit.   If you already had a Spirit of Wrath as one of your Bound Totems, you can bind another Totem Spirit of your choice so long as you also meet the prerequisites for that Totem Spirit.  

Elemental Empowerment

6th-Level Shaman (Elementalist) Feature   The Elemental Spirit you attune to infuses your physical body, granting you mystical benefits. You gain the benefits below that correspond to your current Elemental Spirit:   Air. You can take the Dash action as a Bonus Action. Whenever you take the Dash action, opportunity attacks are made with Disadvantage against you.   Earth. Whenever you are forced to make a Strength ability check or saving throw, you gain a bonus to your roll equal to your Wisdom modifier.   Fire. When you are forced to make a saving throw to resist being Charmed or Frightened, you can add your Wisdom modifier to your roll.   Water. You gain a Swim speed equal to your Land speed. You can also hold your breath underwater for up to 1 hour. If you already have a swimming speed, you can Dash as a Bonus Action while you are swimming.  

Primordial Conduit

10th-Level Shaman (Elementalist) Feature   Your power rivals native Spirits of the four Elemental Planes. Once between each short or long rest, you can cast one Elementalist Spell at the level of your Conduit Magic spell slots, without expending a spell slot.   Also, whenever you deal the damage type of your Elemental Spirit, you gain Temporary Hit Points equal to half the damage dealt to a single target.  

Elder Elemental Spirits

14th-Level Shaman (Elementalist) Feature   You wield the primordial elemental power of the most destructive aspects of nature. When attuned to your Elemental Spirit, you also gain the benefits from its corresponding Elder Spirit from the table below.
AirEarthFireWater
StormFissureInfernoSea
However, you can still only cast a single Elder Spirit spell of each level per long rest, choosing between the spells of each of your Elder Spirits.  

Master of the Elements

14th-Level Shaman (Elementalist) Feature   As a bonus action, you can draw Spirits of all four elements into yourself, gaining the following benefits for 1 minute:  
  • You gain a Fly speed equal to your Land speed.
  • You resist Acid, Cold, Fire, and Thunder damage.
  • When a creature moves within 10 feet or hits you with an attack, you can use a reaction to force it to make a Dexterity saving throw or suffer the effects of your Totemic Assault.
  • When you use Totemic Assault, you can choose which of the four Elemental effects it imposes on a failed save.
This transformation ends early if you are incapacitated or use your bonus action to end it. You can use this feature once per long rest at no cost, after that you must spend a Conduit Magic spell slots to use this feature again.  

Subclass Alterations

When you take an alternate subclass, replace all class features from the original subclass with those that have a replacement in the alternate subclass. If a feature does not have a replacement in the alternate subclass, keep the original feature. Divine Element
Sages of the Divine Element are those who hold true to a singular element, holding it above all others.

Sage of the True Element

2nd-Level Shaman (Divine Element) Feature (Replaces Elemental Sage)   The primordial Spirits of nature have taught you the secrets of elemental mastery. Choose Air, Earth, Fire, or Water to champion above the others. This Elemental Spirit grants you resistance to, and affinity with, the type of damage associated with it, as shown below:
ElementDamage
AirThunder
EarthAcid
FireFire
WaterCold

Divine Element Spells

2nd-Level Shaman (Divine Element) Feature (Replaces Elementalist Spells)   You always have spells associated with the Elemental Spirit that you are attuned to prepared at the Shaman levels in the table below. The spells count as Shaman spells for you, but they do not count against the spells you prepare each day.  
Shaman LevelAir SpellsEarth SpellsFire SpellsWater Spells
2ndGust
Thunderwave
Witch Bolt
Mold Earth
Earth Tremor
Ray of Sickness
Control Flames
Burning Hands
Hellish Rebuke
Shape Water
Ice Knife
Torrent
3rdGust of Wind
Shatter
Acid Arrow
Earthen Grasp
Flaming Sphere
Vicious Scorcher
Mirror Image
Snowball Swarm
5thCall Lightning
Lightning Bolt
Stinking Cloud
Erupting Earth
Fireball
Minute Meteors
Tidal Wave
Wall of Water
7thGreater Invisibility
Storm Sphere
Vitriolic Sphere
Pillars of Earth
Fire Shield
Wall of Fire
Ice Storm
Resilient Sphere
9thControl Winds
Destructive Wave
Cloudkill
Wall of Stone
Flame Strike
Immolation
Cone of Cold
Maelstrom

Elemental Master

14th-Level Shaman (Divine Element) Feature (Replaces Master of the Elements)   As a Bonus Action, you can force the other elements to submit to the power of your own element, gaining the following benefits for 1 minute.
  • You gain a Fly speed equal to your Land speed.
  • You gain immunity to the damage type associated with your element.
  • When a creature moves within 10 feet or hits you with an attack, you can use a reaction to force it to make a Dexterity saving throw or suffer the effects of your Totemic Assault.
  • When you use Totemic Assault, you can choose which of the four Elemental effects it imposes on a failed save.
This transformation ends early if you are incapacitated or use your bonus action to end it. You can use this feature once per long rest at no cost, after that you must spend a Conduit Magic spell slots to use this feature again.