Warlock
Base Class: Warlock

The shaman is innately tapped into the power of The Eidolon, a phantom between planes. Channeling the Eidolon's extra-planar magic is taxing, wearing on the body of the caster. Because channeling this magic is so taxing, shamans find it easier to channel their spells through crafted totems. Totems can be crafted in many forms such as trinkets, dolls, rods, and dreamcatchers. Shamans carry with them component pouches which they use to assemble their totems, and often are decorated with preserved animal parts like feathers, beaks, and teeth.

Shamans have a unique connection with destiny, seeming to both accept its teaching and manipulate its fortune. While some Shamans may devote themselves to a deity, many choose to simply acknowledge the gods and operate outside of their purview. Extra-planar magic is inherently strange, evoking powers not overseen by the gods of mortals.

A shamans ability to jinx is the touch of bad luck that they can will onto others. A jinx is difficult to perceive to the untrained eye, as they often appear as random acts of misfortune like slipping in a puddle or catching the sun in your eye at just the wrong moment. A jinx is not a spell, though it shares many qualities with curses. As a shaman, twisting fate in your favor is a powerful tool and one that makes for a formidable foe. For this reason, shamans are often not trusted and have very few creatures they can call friends. The company of spirits is often enough for shamans to be content.

Expanded Spell List

The Eidolon 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.

Eidolon Expanded Spells
Spell Level Spells

1st

animal friendship, bane

2nd

healing spirit, mirror image

3rd

call lightning, dispel magic

4th

dominate beast, polymorph

5th

geas, wrath of nature

 

Totemic Enchantment

Starting at 1st level, during a short or long rest, you may craft enchanted totems imbued with your known Shaman spells. Crafting an enchanted totem does not consume a spell slot, thus the spell is enchanted at its lowest level. The spell effect is held within the totem until the spell is triggered, requiring an action and one free hand. Once used the totem loses its enchantment, but can continue to be used as a spell focus for your regular casting. If a totem is destroyed, the enchantment is dispelled without triggering the spell. You can have a number of enchanted totems equal to your proficiency bonus.

Jinx

Starting at 6th level, you may use your bonus action to jinx a creature or object. Jinxes last for 24 hours, or 7 days when done as a ritual.

You can use this feature twice. You regain expended uses when you finish a long rest.

Once a creature is jinxed, you may use your reaction to impose bad luck on them. When a creature goes to make an ability check or saving throw, you may use your reaction to lower their roll equal to your proficiency bonus. You can wait until after it rolls the d20 before deciding to use the effect, but must decide before the DM says whether the roll succeeds or fails. Once this reaction is used, the creature is no longer jinxed.  If multiple creatures are affected by your jinxes, your reaction may only target one of them per round. Affected creatures are not aware they have been jinxed.

When you jinx an object, a creature's attempts to interact with, understand, or use that object are made more difficult. Investigation, Arcana, and History checks made on objects you jinx have their DC increased equal to your proficiency bonus. If a creature succeeds on any checks to understand the object, they are aware that the item is jinxed. Objects remain jinxed for the duration of the spell unless they are dispelled.

When you jinx an object, you become proficient with it for the duration of the jinx. Jinxed weapons are not magical weapons unless they already were, and you may add your proficiency bonus to damage dealt with jinxed weapons. The first attack made by another creature using a jinxed weapon is made with disadvantage.

A jinx can be removed with a Remove Curse or Lesser Restoration spell. You may remove a jinx with a bonus action without requiring touch.

Clairvoyance

At 10th level, you can see up to 30 ft into the Ethereal Plane while in the Material Plane, and vice versa.

Your connection to the Ethereal plane allows you to share in the knowledge of the spirits. Once per long rest, you can use your one use of Clairvoyance to call upon the spirits for information. This does not consume a spell slot, and spells cast this way do not count against your known spells.

You begin with the ability to cast Augury this way. As you gain levels, you gain access to additional spells that can be cast this way.

At 13th level, you may cast Commune with Nature using your one use of Clairvoyance.

At 16th level, you may cast Contact Other Plane using your one use of Clairvoyance.

Spirit Bind

Starting at 14th level, when you hit a creature with an attack or spell attack, you trap their soul on your current plane of existence. Any attempt to leave the plane will cause the target to take 10d10 psychic damage and fail automatically. Creatures affected in this way have disadvantage on Charisma checks and Concentration checks. This effect ends after 1 hour.

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