“If you want to go fast, go alone. If you want to go far, go together.”
Health and Mana
Health Die. 1d6
Hit Points at 1st level. 6 + Constitution Ability Score
Hit Points at Higher level. 1d6 (or average roll, 4) + Con Mod per level after 1st.
Mana Die. 1d10
Mana Points at 1st level. 10 + Intelligence Ability Score
Mana Points at Higher levels. 1d10 (or average roll, 6) + Int Mod per level after 1st.
Proficiency
Skill Groups.
Primary Defense.
Offense. One Weapon Type
Spell Focus. Orbs, Staves, Wands
Armor. Light
Spellcasting
The Totemist learns 2 + Intelligence Modifier (minimum +1) spells at 1st level and learns an additional spell in the Totemist Spell List every third Totemist level gained.
Totem Spirit
The Totemist is linked with a Totem spirit that they are able to call into being with a Standard Action. At 1st level the Totemist chooses a spirit creature from the list with which they’re connected with. Commanding a spirit takes a Minor Action and may be moved on your turn. Summon Spirits stay into being until they are dismissed or reach 0 Hit Points. The Totemist cannot summon their Totem Spirit until they take a Long Rest.
At 5th, 11th, and 17th level the Totemist may expand their totem’s power, adding either a Second Attack or scaling their attack with an additional damage die.
Spirit Synchronization
At 2nd level the Totemist can cast their touch spells through their Totem Spirit.
At 7th level the Totemist may cast the Totem Spirits Attacks and Combat Maneuvers themselves as spells for 4 + ½ the Totemist’s level for a Standard Action.
At 14th level the Totemist may add their Wisdom modifier to their Totem Spirits attacks.
Beast Magic
At 2nd level the Totemist has the ability to learn how to mimic the magical abilities of creatures. When a creature uses a Beast Magic ability the Totemist may use their Reaction in order to make a Spellcraft check and upon the success of the check, may add the ability to the Totemist’s spell list.
Alternatively, the Totemist may choose a spell from the Beast Magic Spell List whenever they learn an additional spell.
Refocus
At 3rd level, while in combat the Totemist may use their Standard Action in order to heal Mana Points equal to ½ the Totemist’s level + Intelligence modifier.
Totem Stacking
At 6th, 13th, and 18th level the Totemist may choose a new trait or feature to add to their totem spirit. This could give the creature another appendage, enlarge the creature, or another type of movement such as flight with wings.
Soul Sharing
At 10th level if the Totemist’s totem spirit falls to 0 Hit Points, the Totemist may take half of their current Hit Points in Psychic damage in order to bring the spirit totem back in a Bloodied state with half health rounded down.
At 20th level the totem spirit returns with full health.