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Totemist


Hit Points

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

Proficiences

Armor: Light armor, shields
Weapons: Clubs, daggers, handaxes, light hammers, maces, quarterstaffs, sickles, spears, shortbows, slings
Tools: Herbalism kit, woodcarver's tools
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Deception, History, Insight, Intimidation, Nature, Performance, Religion, Stealth, and Survival

Class Features

Mana

At 1st level you gain access to mana, the life-blood of all creation. Whenever you take a short or long rest, you can spend at least 30 minutes of the rest meditating on the secrets of the universe. If you do so, you gain mana. You either have mana or you don't—you can't stockpile additional mana for later use.   While you have mana, you add half your proficiency bonus (rounded down) to all Intelligence, Wisdom, and Charisma ability checks you make that don't already include your proficiency bonus.   Additionally, you can expend mana when you make an ability check. If the ability is one in which you have proficiency, you add double your proficiency bonus to the check. If the ability is one in which you are not proficient, you add your proficiency bonus to that ability check. You must meditate during a rest to regain mana.

Spirit Idols

At 1st level, you gain two idols that you can summon for aid. Your idol options are detailed here When you gain certain totemist levels, you gain additional idols known of your choice, as shown in the Idols Known column of the Totemist table. Additionally, when you gain a level in this class, you can choose one of the idols you know and replace it with another idol that you could learn at that level.

Summoning an Idol

The Totemist table shows how many idols you have to summon. When you summon an idol as an action, it appears in an unoccupied space of your choice within 30 feet of you. You regain all expended idols when you finish a long rest. An idol is an object that can be damaged and thus destroyed. It has an AC equal to 12 + your proficiency bonus, and a number of hit points equal to four times your totemist level. Standing at around 5 feet tall, an idol is Medium size. Once summoned, an idol lasts until it is destroyed or for 1 minute, at which point it disappears.

Idol Effects

Each idol is unique, channeling powerful magic from the spirit world, granting it magical abilities. You cannot summon more than one of any idol at a time. If two of the same idol overlap, they work as spells that overlap: only applying the most potent effect to creatures in the area of both. Idols create an aura of power in a fixed range around itself, which affects creatures differently depending on its type. At 1st level, this range is a 30-foot-radius sphere. This radius increases by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet). The distance at which you can summon an idol increases to match the radius of its aura as you gain levels.

Magic Ability

Charisma is the ability you use for the effects of your idols or any spells you cast, so you use your Charisma whenever an effect refers to your magical ability. In addition, you use your Charisma modifier when setting the saving throw DC for these effects, and when making an attack roll with one.
Magic save DC = 8 + your proficiency bonus + your
Charisma modifier
Magic attack modifier = your proficiency bonus + your
Charisma modifier

Chant

You gain the ability to perform rituals that bring about powerful magical effects. At 2nd level, you learn one 1st-level spell from the totemist spell list which has the ritual tag. You can cast this spell only as a ritual.   As you gain levels, you learn additional rituals you can perform. At 9th level, you learn a spell of 2nd level or lower with the ritual tag, and at 15th level, you learn a spell of 3rd level or lower with the ritual tag.

Naturopathy

At 2nd level, you can create special herbal remedies that have healing power comparable to some potions. You can spend time during a short or long rest to create a number of poultices equal to your Charisma modifier (minimum 1). You must spend at least 30 minutes of the rest gathering herbs and preparing herbal remedies. You can carry a number of poultices at one time equal to your Charisma modifier (minimum 1). After 24 hours, any poultices that have not been used lose their potency.   If a creature spends 1 minute applying one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points. If you apply the poultice, the creature regains an additional 1d6 hit points for every five totemist levels you have.   This feature can be used in most environments, but your DM may decide that there are few herbs to be found around you and require a Wisdom (Survival) check to find the necessary flora, or even that the necessary ingredients are impossible to find in the current environment.

Soul's Calling

Beginning at 3rd level, you begin to learn of your purpose in life, the pursuit of which will lead you to true enlightenment. Choose the Call of the Animator, Protector, or Seer. Your calling grants you features at 2nd level and again at 6th, 10th, and 14th level.

Mojo

Starting at 3rd level, you gain the ability to place an evil curse on your enemies. You learn the hex spell. You can cast this spell as a 1st-level spell once, and regain the ability to do so when you finish a short or long rest. When you reach 13th level, you can cast hex as a 3rd-level spell.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Empathic Soul

Beginning at 7th level, you are more attuned to the natural world. Normal beasts will not attack you or allies within 60 feet of you unless they are provoked or commanded to do so.

Infusion

Starting at 18th level, your connection to the spirit world has grown so powerful that you can channel the spirits through your own body. As an action, you can infuse yourself with the power of an idol that you know. This uses one of your idols, although no idol is summoned. You can only infuse one idol into yourself at a time. This idol lasts for 1 minute or until you are reduced to 0 hit points, at which point it leaves you.

Supreme Craft

At 20th level, when you roll for initiative and have no idols remaining, you regain 1 idol.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a club and a handaxe or (b) a light hammer and a sickle
  • (a) an explorer's pack or (b) a priest's pack
  • Leather armor, a spear, and two daggers
  • An herbalism kit and set of woodcarver's tools
Alternately, you can purchase your own starting equipment. At 1st level, a totemist begins with 2d4 x 10 gp.


Subclass Options


Soul's Calling

Witch doctors feel a tug on their life by the spirits. Following these intuitions and surrendering oneself to the will of the spirits unites all totemists, despite cultural boundaries and divergent callings.

Call of the Animator

A totemist which feels the call of the Animator is one which dedicates their time to the crafting of idols. As an Animator, you gain the ability to bring your idols to life.

Call of the Protector

A totemist which answers the call of the Protector is one which pursues the art of war. Protectors are strong warriors, and are often chosen for positions of leadership and chiefdom.

Call of the Seer

A totemist which answers the call of the Seer is one which pursues the magic of the spirit realm. Seers learn incredible spells, making them common healers and respected diviners.      


Created by

That.One.Guy.

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