TEXT: ART BY EKATERINYA VLADINAKOVA 
                                                                   DESIGN BY WYATT TRULL 
   
   
   
   
   
   
   
   
   
   
  THE ELEMENTAL SPIRITS 
  You serve the Elemental Spirits themselves: the 
  primal forces of nature that bind all of Creation. Those 
  that worship and serve these spirits are known as 
  shaman, and face a perilous task: bringing balance to 
  chaos—for by their very nature, the Elements are 
  creatures of chaos from which life springs, and if left 
  unattended, they might shatter the very fabric of 
  Creation.  
  The Spirits are a jealous sort, and it is the trial of 
  shaman to represent their interests equally. More of 
  amalgamated voices each singing and demanding 
  duty and service of the shaman, the Spirits tend to 
  expect honor and humility of their servants without 
  any tangible goals on the mortal plane. The Spirits 
  lavish protection that kneel in supplication, and 
  forsake those that would demand of them power. 
   
  ELEMENTAL SPIRITS EXPANDED SPELLS 
  The Elemental Spirits let 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.  
  ELEMENTAL SPIRITS EXPANDED SPELLS 
  Spell Level Spells 
  1st 
  chromatic orb, thunderwave 
  2nd 
  augury, maximilian's earthen grasp 
  3rd 
  erupting earth, tidal wave** 
  4th 
  fire shield, stoneskin 
  5th 
  control winds, maelstrom 
   
  BONUS PROFICIENCIES 
  Shaman are both warriors and seers. Starting at 1st 
  level, you gain proficiency with medium armor, 
  shields, and martial weapons. You also learn to read, 
  write, and speak Primordial, the parent language of 
  elemental beings. 
   
  BLESSINGS OF THE ELEMENTS 
  To be a shaman, one must first seek the blessings of 
  the Spirits—a rite of passage, an act of service to 
  powers greater than mortal comprehension. 
  Starting at 1st level, you choose one Elemental 
  Blessing, gaining its features. You choose another at 
  6th, 10th, and 14th level, ultimately representing all 
  four Elemental Spirits. 
  
  Totemic Boon. Each Blessing grants a boon. To 
  accept this gift and express your gratitude, a shaman 
  must fashion a totem to honor the spirit. For example, 
  an air totem may sport an eagle feather or a twig from 
  a lightning-struck tree; a water totem might be carved 
  from a fishbone. Totems serve as spellcasting foci, as 
  described in Chapter 5 in The Player's Handbook.  
  Bonus Cantrips. Each Blessing grants you an 
  additional cantrip. These count as warlock cantrips, 
  but don't count against the number of warlock cantrips 
  you know. 
    
  BLESSING OF AIR 
  To become one with Air is to seek wisdom, and 
  contemplate the nature of order in a chaotic world. Air 
  is diplomacy, the exchange of ideas, and the threat of 
  swift retaliation for betraying the pursuit of such 
  ideals. Air changes as the world necessitates, as does 
  the shaman for his people. 
  When you choose this Blessing, you gain the 
  following benefits: 
  Galeforce. As an action, you may conjure a gale that 
  surrounds a creature within 60 feet of you that you can 
  see; unwilling creatures make a Strength saving throw 
  against your spell save DC to resist the gale. You may 
  move the gale up to 20 feet in any direction per turn. 
  As a bonus action on subsequent turns, you may 
  continue channeling the gale, up to a number of turns 
  equal to your Charisma modifier, with the effects 
  dissipating at the end of your turn. Once you use this 
  feature, you cannot again until you finish a long rest.  
  Bonus Cantrip. You learn the gust cantrip. 
   
  BLESSING OF EARTH 
  To embrace Earth is to be unflinching in the face of 
  peril, to weather the worst that the world may offer. 
  Earth is strength, loyalty, and stalwart willpower.  
  When you choose this Blessing, you gain the 
  following benefits: 
  Embrace of the Earth. Once per long rest, you can 
  use your reaction to conjure earth from your totem. It 
  appears as a 15-foot diameter hemisphere within 30 
  feet of you. An unwilling creature that would be 
  enclosed by this hemisphere can make a Dexterity 
  saving throw against your spell save DC to move up 
  to half their movement to escape it.  
  The hemisphere has an AC equal to 15 + your 
  Charisma modifier, immunity to poison and psychic 
  damage, resistance to piercing and slashing damage, 
  and has hit points equal to 20 + your Charisma 
  modifier + twice your warlock level. The stone 
  dissipates at the start of your next turn. 
  Bonus Cantrip. You learn the mold earth cantrip. 
   
  YOUR PACT BOON 
  Each Pact Boon option produces a special creature or an 
  object that reflects the nature of the Elemental Spirits, often 
  the one you first sought out for patronage.  
  Pact of the Chain. Your familiar might be a mephit—
  imp-like creatures native to the Elemental Planes. As 
  children of two elements, mephits' natures and 
  personalities vary wildly. Some are capricious or smug, 
  others cruel, but all have a tendency of pointing out what 
  you're doing wrong, despite all evidence to the contrary. 
  Pact of the Blade. If you favor the Spirit of Air, your 
  spear might crackle with electricity. Shaman who favor the 
  Spirit of Water tend to use tridents adorned with pearls 
  scavenged from oysters in the Sea of Worlds. The Spirit of 
  Fire favors quick weapons such as a handaxe wreathed in 
  flames. Shaman that embrace the Earth tend to wield mauls 
  of ancient granite or greatswords forged from obsidian.  
  Pact of the Tome. Your Book of Shadows might be an 
  ancient stone slab etched with Primordial, or a scroll 
  charged with static electricity. Perhaps a waterlogged diary 
  of a drowned sailor, always dripping but somehow staying 
  together. Shaman that embrace the Spirit of Fire favor 
  divine secrets from orbs of unquenchable, eternal fire. 
   
  BLESSING OF FIRE 
  Proud and insatiable, fire exists to provoke change in 
  the world. It represents both fury and passion. To 
  become one with Fire is to accept that light cannot 
  exist without dark, nor warmth without cold, nor love 
  without hate. Fire teaches of the necessity of change, 
  and that from ash, life springs anew. 
  When you choose this Blessing, you gain the 
  following benefits: 
  Flaming Passion. You and friendly creatures within 
  30 feet of you become naturally adapted for extreme 
  cold weather, as described in Chapter 5 in the 
  Dungeon Master's Guide. Additionally, you and 
  friendly creatures within 10 feet of you have 
  advantage against being charmed or frightened while 
  you are conscious.  
  Once per short or long rest, you use a bonus action 
  to overwhelm your aura. Creatures within 10 feet of 
  you must make a Constitution saving throw against 
  your spell save DC. On a failure, a creature takes fire 
  damage equal to 2d6 + your Charisma modifier. This 
  damage scales as you gain higher level spell slots via 
  your Pact Magic feature. For example, as a 5th level 
  warlock with 3rd level spell slots, the damage would 
  equal 4d6 + your Charisma modifier. 
  Bonus Cantrip. You learn the control flames 
  cantrip. 
   
   
   
   
   
   
   
  
  BLESSING OF WATER 
  Water is harmonious, and water is full of wrath. It may 
  sooth and cleanse a wound, or choke away life. Water 
  proves that mercy does not mean weakness, and even 
  the gentle hand may curl into a fist. 
  When you choose this Blessing, you gain the 
  following benefits: 
  Tidal Mercy. You and friendly creatures within 30 
  feet of you become naturally adapted for extreme heat, 
  as described in chapter 5 of the Dungeon Master's 
  Guide. Additionally, when a creature within 60 feet of 
  you drops to 0 hit points, you may use your reaction 
  to restore a number of hit points to that creature equal 
  to 1d6 + your Charisma modifier + twice your 
  Warlock level. Once you use this feature, you cannot 
  again until you finish a short or long rest. 
  Bonus Cantrip. You learn the shape water cantrip. 
   
  ELDRITCH INVOCATIONS 
  If an eldritch invocation has prerequisites, you must 
  meet them to learn it. You can learn the invocation at 
  the same time that you meet its prerequisites. 
   
  EARTHWARDEN 
  Prerequisite: Blessing of Earth feature 
  Difficult terrain no longer impairs your movement. 
  The following spells are added to the warlock spell list 
  for you: sanctuary, aid, meld into stone, grasping 
  vine, and transmute rock. 
   
  FIRESTARTER 
  Prerequisite: Blessing of Fire feature 
  You can ignite flammable objects with your touch. 
  The following spells are added to the warlock spell list 
  for you: burning hands, heat metal, fireball, wall of 
  fire, and immolation. 
   
  IMBUEMENT 
  Prerequisite: Pact of the Blade feature 
  When you attack with your pact weapon, you can 
  change its bludgeoning, piercing, or slashing damage 
  into either cold, fire, force, lightning, or thunder 
  damage (your choice). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MASTER OF MEPHITS  
  Prerequisite: 7th level, Pact of the Chain feature 
  As an action, you may channel your familiar into a 
  beacon, summoning from the Elemental Planes1d4 
  mephits of its kind in a space within 60 feet of your 
  familiar. The mephits act on the same initiative of 
  your familiar, obey your commands, and disappear at 
  the end of your next turn. Your DM has the statistics 
  for these mephits.  
  You cannot use this invocation again until you finish 
  a long rest.  
   
  STORMCALLER 
  Prerequisite: 15th level, Pact of the Tome feature 
  You may cast one of the following spells once using 
  your Mystic Arcanum feature: control weather, 
  earthquake, tsunami, or whirlwind (your choice). 
   
  WATERY EMBRACE 
  Prerequisite: Blessing of Water feature 
  You gain a swimming speed of 30 ft. The following 
  spells are added to the warlock spell list for you: 
  create or destroy water, prayer of healing, water 
  walk, control water, and cone of cold. 
   
  WINDSCREAMER 
  Prerequisite: Blessing of Water feature 
  You embrace the power of Air. You gain resistance to 
  thunder damage, and can no longer be deafened unless 
  you will it. The following spells are added to the 
  warlock spell list for you: feather fall, gust of wind, 
  call lightning, storm sphere, and legend lore. 
   
  RITES OF PASSAGE 
  At select times in a shaman's life, he or she must 
  embark on a trial, a rite of passage, to earn a Spirit's 
  favor. Work with your DM to choose or roll from the 
  following tables for each Spirit. 
  Rites of Air. To earn the Spirit of Air's blessing 
  involve acts that lead to enlightenment and faith.  
  Rites of Earth. To earn the Spirit of Earth's blessing 
  requires dedication, discipline, and endurance.  
  Rites of Fire. Earning the Spirit of Fire's blessing 
  often involves daring, if not outright suicidal, feats.   
  Rites of Water. Rites of passage to earn the Spirit of 
  Water's blessing concern reaching an understanding 
  on the thin border between life and death. 
   
     
   
   
   
   
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  RITES OF THE SPIRIT OF AIR 
  d6 Rite 
  1 Scale a cliff harried by screaming winds. Meditate 
  amidst chaos at its height to seek enlightenment. 
  2 
  Endure the Windstorm Web: several totem poles are 
  placed evenly about. You are to be loosely strung up 
  among them. The approaching storm shall cast you 
  about like drunks do with dice and destiny. 
  3 
  "There shall be times when you lack time or knowledge, 
  and must race against the falling sun to avert disaster. 
  Tie yourself upside-down to this lightning rod—finish 
  reading these scrolls to answer the Great Query before 
  the storm strikes you dead." 
  4 
  To be one with the Spirit of Air is to be a diplomat, to 
  foster the peaceful exchange of ideas. Two factions 
  have, as of late, been on the verge of outright violence. 
  Should you mend the divide, you will command the 
  Spirit's respect. 
  5 
  The Spirit of Air demands an open mind and a hunger 
  for knowledge. Venture up the windswept peaks to the 
  mountain shrine. There you shall find the runes—learn 
  them, read them, sing them into the gale. 
  6 
  A shaman cannot be expected to know all the answers, 
  nor even the right path to follow, but must always 
  believe that the Spirits will guide them true. Climb to a 
  great height, and—armed only with faith—leap from its 
  edge, letting the Spirit of Air guide you. 
   
   
  RITES OF THE SPIRIT OF FIRE 
  d6 Rite 
  1 You must embark on a vision quest, induced by a 
  sacred, smoky incense. 
  2 
  You must venture into the bowels of the earth to recover 
  a chunk of igneous rock—basalt, granite, or the like—
  and carve it into a totem while standing on the 
  sweltering banks of magma. 
  3 
  "Fire is passion, and to tame it requires great discipline. 
  Go sit on hot coals for a few hours. Oh, and the Spirit 
  demands you be heavily intoxicated." 
  4 
  An inferno rages in a nearby forest, and it is a dance 
  only you must follow. Perform the ritual in the heart of 
  the inferno. 
  5 
  Brave the windswept mountain pass while nourishing a 
  sacred torch. Light the brazier at its peak. Should the 
  torch's fire go out, you shall fail your rite of passage. 
  6 
  Endure the Fireletting: a shaman shall paint fiery tattoos 
  on your body swirling, ritualistic patterns of tar and oil. 
  Then comes the flames. Should you emerge, your body 
  will boast the Spirit's favor forever. 
   
   
   
   
   
  RITES OF THE SPIRIT OF EARTH 
  d6 Rite 
  1 
  The Spirit of Earth is a guardian of tradition, of what's 
  right. Walk the path from here to the village and back, 
  always looking for someone in need—go to them, and 
  let the Spirit work through you. 
  2 
  Venture forth into the wild, and find a great beast to do 
  battle with. Should you survive, take from its body a 
  bone or fang to make into your totem. The Earth will 
  sing of your bravery until the end of all days. 
  3 
  "Earth is strength, discipline, endurance. To earn the 
  Spirit's favor, you must demonstrate each of these 
  qualities. Hold this rock over your head. I'll be back at 
  sundown to check up on you." 
  4 
  The earth quakes with distant fury. Learn its song, and 
  how to withstand it by balancing upon a totem pale until 
  the rage passes. 
  5 
  Venture into the darkest caves and listen to the song of 
  the earth. Let it guide you through the darkness. Return 
  with a child of earth—a gemstone or stalactite found in 
  the dark. 
  6 
  The earth provides if one knows where to look. Go forth 
  into the wilderness, armed only with a knife and your 
  own strength of will. Seven days you will survive—and 
  should you return early, should you give up, you will 
  never find the Spirit's favor. 
   
   
   
   
   
   
  RITES OF THE SPIRIT OF WATER 
  d6 Rite 
  1 You must drown yourself in seawater. Between the 
  vestiges of life and death, you will find enlightenment. 
  2 
  From the bones and fangs of a great beast shall you 
  fashion your water totem. You must hunt down and slay 
  a crocodile, shark, or other aquatic predator. 
  3 
  "To command Water's respect requires walking the fine 
  line between life and death. You must tread across a 
  frozen lake. Blindfolded. Yes, blindfolded. Do not fear 
  the crackling ice. Trust in the Spirit of Water to guard 
  your life... but acknowledge its power to rob you of it." 
  4 
  In the sunlit depths off the coast, you must delve, down 
  and down into the coral reefs to recover a piece for your 
  totem. But beware—should you touch the coral with a 
  bare hand, you might ignite the death of its entire 
  colony. Water will never tolerate those with such a 
  wanton disregard of life. 
  5 
  The rainstorm approaches. You must perform a ritual 
  throughout the night, dancing the ancient dances and 
  singing the ancient songs. At the point of exhaustion, 
  you will find enlightenment. 
  6 
  Far below the water, past the timber bones of long lost 
  ships and wailing ghosts of the dead lies a cave. Many 
  have died swimming there for salvation, for air. Should 
  you make it, meditate in that pocket below the sea, and 
  emerge as a hierophant of Water. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyatt Trull/Otherworldly Patron, The Elemental Spirits.pdf