Base Class: Warlock
You made a deal with an entity that lives in the untamed wilds. Shamans are hermits who hide away in and commune with the wilderness, practicing all sorts of black magic. They are happy to teach you their ways, for a price.
Shamans typically place emphasis on blood and its importance. How it nourishes our bodies and perpetuates life, how it contains untold amounts of magic if you just harness it, and how it contains the memories and values of individuals.
Shamans also find great importance in the natural world. Some have never seen civilization, preferring to live much like wild animals, and some simply got tired of civilization, preferring to live harmoniously with nature.
Touched By Nature
When you choose The Shaman as your patron, you gain plenty of nature themed boosts.
Shaman’s Boons: You gain access to the Druid spell list. In addition, you may choose two additional cantrips to take from the Druid list. You cast these spells and cantrips with Charisma.
You gain proficiency in Nature and Animal Handling. Speak with Animals is always active for you and can’t be suppressed.
You may use Druidic spellcasting focuses.
Blood Magic
Shamans practice powerful, dark blood magic, and typically teach their Warlocks about bloodletting and how to use it to their advantage.
Blood Offering: Any time you cast a spell or cantrip, you can expend 1d4 hit points to double your proficiency bonus for the attack roll or to reduce enemy saving throws by 1d4, similar to Bane.
Empowering Ritual: After performing a long rest, you can perform a bloodletting ritual. Your max HP will decrease by an amount equal to your Charisma modifier plus half of your level until you next long rest. In return, you can add your Wisdom modifier to all non-Wisdom attack rolls, damage rolls, and skill checks for the rest of the day.
Dark Rites
Your Patron imparts old knowledge to you about the true nature of blood, and how to see the world as beasts do.
Consume Essence: You may perform a new ritual before or after a Long Rest, in which you drink the blood of any creature or person from a skull. You gain access to the memories and knowledge of the individual the blood is from, with DM discretion. Most Shamans take up this ritual to understand the feral senses and understanding of the world that animals possess, but perhaps it can prove to be of more use than just that. After performing this ritual, you gain a +1 to your Wisdom modifier for 1 day.
You become immune to bloodborne disease and negate any negative consequences of drinking or otherwise ingesting blood.
Feral Sense: You become more in tune with animals, learning a useful thing or two. You can choose to have sensitive hearing at any time, and you can sense when there is an invisible creature within 50ft of you, but can not pinpoint its location unless it makes a noise.
Red River
Transfusion: Whenever you kill an enemy, you may roll 1d6 and gain that many hit points. Additionally, twice per Short Rest, when you damage an enemy with a spell or cantrip, you can decide to absorb their blood into your body and heal 1d8 hit points, or choose to use your next Blood Offering without having to expend hit points.
Empowered Bloodletting: Whenever you perform a Blood Offering, you may now add 1d4 force damage to the damage roll of the spell or cantrip.
Nature’s Wrath
Your Patron shows you how to call for the help of the natural world when you need it most.
Invoke Nature’s Wrath: Twice per Long Rest, you can expend hit points to cast any Druid spell under 6th level without expending a pact slot, even if you do not know the spell. The amount of expended hit points is an amount of d8s equal to the spell’s level. (Ex: Casting a 5th level spell with this feature will have you roll 5d8.) You may upcast a spell to 5th level if the one you chose is beneath 5th level.
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