Shaman

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SHAMAN

Shaman

Not all warlocks make pacts with very specific beings. The first recorded practitioners and students of magic were people in tune with all forces of beyond the material world. People sensitive to the extra planar happenings were sought to deal with the unnatural problems their people faced. They eventually developed their magic and taught them to the younger generations. They later gave origins to wizardry and priesthood and even till today are still their own spellcasting tradition.

Expanded Spell List

The Shaman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Shaman Expanded Spells
Warlock
Level
Features
1st chaos bolt, cure wounds
2nd augury, lesser restoration
3rd conjure animals, revivify
4th locate creatures, polymorph
5th conjure elementals, telekinesis

Bonus Cantrips

At 1st level, you learn the druidcraft and message cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Primal Magic

You can commune with the spirits for 1 hour to change one of your known spells, cantrips or eldritch invocations for the rest of the day. You can't do it again until you finish a long rest, when your known spells, cantrips and eldritch invocations return to normal.

At 6th level, you gain a bonus spell slot and learn a new cantrip.

At 10th level, you learn a new spell and eldritch invocation, and you can change a known spell, cantrip or invocation in 15 minutes instead of 1 hour, and you can do it two times before a long rest.

At 14th level, you can change a known spell, cantrip or invocation in 1 minute instead of 15, and you can do it three times before a long rest.

Channel the Elements

Starting at 6th level, you can call forth the chaotic elemental energies for help. With an action, within 60 feet you can create a burst of elemental energy in a 5-foot radius. Creatures in the affected area must make a Dexterity saving throw against your warlock spell save DC. Each creature takes 6d6 cold, fire or lightning damage on a failed save, your choice. On a successful one, they take half as much damage. After using this feature, you can't use it again unless you finish a short or long rest.

Wisdom of the Spirits

At 10th level, you can cast commune without expending a spell slot and any materials. Once you do so, you can't do it again until you finish a short or long rest.

Channel the Planes

After 14th level, your channel the planes ability can be used an additional time before a short or long rest. In addition, it deals 8d6 damage and can deal acid, necrotic and radiant damage as well as fire, cold and lightning.

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