The Bender Shamans of Alavir are revered elementalists, believed to have been chosen by the spirits of the land itself. Originating from the mystical realms of Verdantis Jungle and the Demonfang Peaks, they draw their power from the elemental forces of Air, Earth, Fire, or Water. Each element grants them unique abilities that resonate with their chosen domain. For instance, Earth Shamans from tunnels of Alavir are known for their resilience and their ability to manipulate the terrain, while Water Shamans from the Southern Islands are skilled in healing and deception.
The Bender Shamans have a storied history that intertwines with the very fabric of Alavir. They have been the keepers of elemental balance, often intervening in times of natural disasters or elemental imbalances. Their Elemental Burst abilities have been crucial in shaping the history of Alavir, whether it's by quelling storms, extinguishing wildfires, or healing the wounded in times of war.
Their strongest bonds are with the elemental spirits they serve, but they also form alliances with various tribes, magical guilds, and even the royal dynasty of Alavir. Their Elemental Affinity allows them to harmonize with these forces, making them highly respected among their allies.
In Alavir, Bender Shamans serve multiple roles. They are elemental consultants, spiritual advisors, and formidable warriors. Their Elemental Boon abilities make them versatile in combat, whether it's by increasing their speed like the Air Shamans or enhancing their resilience like the Earth Shamans. At higher levels, their mastery over elements allows them to combine two elements for a single Elemental Burst, making them a force to be reckoned with.
Starting at 1st level, your elemental burst deals elemental damage equal to your elemental mastery and gains an effect.
In addition, choose an element below to specialize in.
When you cast a spell or use Elemental Burst, you can make a Perception skill check (once per round).
At 3rd level, gain stats based on the element you are channeling.
Air: You gain 10 movement speed, and do not take attacks of opportunity from creatures you hit with Elemental Burst.
Earth: You have 1 level of resistance to all damage types if you have temporary hit points.
Fire: Your attack rolls deal additional fire damage equal to your Shaman level.
Water: You increase healing by 10% of missing life.
At 7th Level, when you successfully hit an Elemental Burst, you harmonize with the elemental forces, gaining a +1 to AC and saving throws until the start of your next turn.
At 11th level, you've attuned to nature beyond the normal limits. You can choose to spend 4 spell points to enhance your Energy Burst attacks until the start of your turn.
At 15th level, Unlocks the ability to combine two elements for a single Elemental Burst.
For example, combining Fire and Air could create a scorching whirlwind. The effects would be a blend of the two chosen elements.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Elemental Monk Robes: (Armor) Your robes bonus adds to Elemental Burst, reduces damage taken, and grants an additional bonus equal to your proficiency modifier.
Bracers
Choose a Caster Weapon.