WC5e - MythMaker's Transcendent Shamanic Binding

by MythMaker

Search GM Binder Visit User Profile

Transcendent

Tales say that spirits and energies are at work in the cosmos — spirits and energy that define the essence of reality, and from these vital sources all things are formed. This is one of the central philosophies of pandaren shamanism, and no one is more intimate with these energies than the pandaren transcendent. Seeking to embody the sentient formative powers of the universe and bottle them within her form, the transcendent is an aesthete, a warrior, and most of all a mystic.

Restriction: Pandaren Only

Only pandaren can choose the shamanic binding of the transcendent, due to their connection with the ancient spirits of pandaria.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of the pandaria in World of Warcraft, but depending on your character's background this subclass may better suit your character.

Totem Power

When you choose this binding at 3rd level, you gain the following Totem Power.

Totem Power: Spiritual Transference. You can activate the totem when you or the totem are hit by an attack, swapping places with the totem and switching which one of you is hit by the attack.

Elemental Spirit

Also at 3rd level, you can summon an Elemental Spirit of the same type as your Elemental Attunement. As an action, you can expend one use of your Totemist feature to summon your Elemental Spirit, rather than creating a totem. The spirit appears in an unoccupied space of your choice you can see within 15 feet of you.

The Elemental Spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the elemental spirit stat block.

In combat, the Elemental Spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.

The Elemental Spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Totemist feature again.

Wanderer's Wisdom

At 6th level, your Elemental Spirit can telepathically speak to you if you are within 60 feet of it. It also gains two skills of you choice.

Also, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Finally, when you and your Elemental Spirit travel together for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player's Handbook for more information about travel pace).

Totemic Spirit

Starting at 9th level, you can channel your elemental powers through your Elemental Spirit. You can use your reaction to cause the spirit to activate if you are within 60 feet of it and choose one of your totem powers to take effect, as if it was a totem.

Spiritual Growth

Upon reaching 14th level, your connection your elemental spirit has strengthened. You gain one of the following benefits, depending on your Elemental Attunement:


Air. Immediately after you use your Spiritual Transference totem power while your Elemental Spirit is summoned, your walking speed increases by 10 feet and your Elemental Spirit's walking speed increases by 20 feet. Additionally, opportunity attacks made against either one of you have disadvantage. These effects last until the end of both of your next turns.

Earth. Immediately after you use your Spiritual Transference totem power while your Elemental Spirit is summoned, you and your Elemental Spirit gain temporary hit points equal to half your Shaman level. These hit points last until the end of both of your next turns.

Fire. When you use your Spiritual Transference totem power while your Elemental Spirit is summoned, you can cause each creature within 10 feet of the space that the triggering creature left succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. Additionally, any flammable object that isn't being worn or carried and is within 5 feet of the space that triggering creature left is ignited.

Water. When you use your Spiritual Transference totem power while your Elemental Spirit is summoned, you can cause each creature within 10 feet of the space that the triggering creature left must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from the space and get knocked prone. Additionally, any fire within 10 feet of the space that the triggering creature left is immediately doused.

Transcendent Body

At 20th level, the bond with your elemental spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes damage equal to 3d10 + your shaman level.

The damage of this feature is magical and it's type changes depending on your Elemental Attunement. Fire for fire, cold for water, bludgeoning for earth, or slashing for air.

Once you use this feature, you can’t use it again until you finish a long rest.


Elemental Spirit, Fire

Small elemental, any chaotic alignment


  • Armor Class 12 (natural armor)
  • Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 13 (+1)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Nature +4
  • Damage Resistances fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Mogu and Kalimag

Spiritual Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the elemental spirit’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its scorching flame attack, and the bonus to damage of its Fiery Teleportation action (below).

Magic Weapons. The elemental spirit's weapon attacks are magical, as is the damage dealt from it's Earthy Teleporation action.

Actions

Scorching Flame. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 fire damage.

Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage.


Elemental Spirit, Water

Small elemental, any chaotic alignment


  • Armor Class 12 (natural armor)
  • Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 13 (+1)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Nature +4
  • Damage Resistances cold
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Mogu and Kalimag

Spiritual Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the elemental spirit’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its saturating deluge attack, and the bonus to damage of its Watery Teleportation action (below).

Magic Weapons. The elemental spirit's weapon attacks are magical, as is the damage dealt from it's Watery Teleporation action.

Actions

Saturating Deluge. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 cold damage.

Watery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 cold damage.


Elemental Spirit, Earth

Small elemental, any chaotic alignment


  • Armor Class 12 (natural armor)
  • Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class
  • Speed 20 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 11 (+0) 15 (+2) 13 (+1)

  • Saving Throws Str +4, Con +4, Wis +4
  • Skills Nature +4
  • Damage Resistances acid
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Mogu and Kalimag

Spiritual Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the elemental spirit’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its rupturing rock attack, and the bonus to damage of its Earthy Teleportation action (below).

Magic Weapons. The elemental spirit's weapon attacks are magical, as is the damage dealt from it's Earthy Teleporation action.

Actions

Smashing Rock. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 bludgeoning damage.

Earthy Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Strength saving throw against your spell save DC or take 1d6 + 2 bludgeoning damage.


Elemental Spirit, Air

Small elemental, any chaotic alignment


  • Armor Class 12 (natural armor)
  • Hit Points equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 13 (+1)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Nature +4
  • Damage Resistances lightning
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Mogu and Kalimag

Spiritual Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the elemental spirit’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its slicing wind attack, and the bonus to damage of its Windy Teleportation action (below).

Magic Weapons. The elemental spirit's weapon attacks are magical, as is the damage dealt from it's Windy Teleporation action.

Actions

Slicing Wind. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 slashing damage.

Windy Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Strength saving throw against your spell save DC or take 1d6 + 2 slashing damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.