This elemental acts on your initiative and obeys your commands as best as it can. You then end the possession unless you expend another use of this feature.. You can also end the possession with a bonus action in your turn. As an action you allow your connection to the ethereal plane guide your senses to these creatures. Blessing of Renewed Faith. You cannot make any weapon attack, except an attack with a weapon that benefits from your Weapon Specialization feature, and you must use your Ghost Weapon feature to attack the target’s spirit, even if the alternate AC would be higher. At 14th level, you learn how to magically transfer your draconic benefits to an ally for a short time. You gain a glimpse of their power. You can use this ability a number of times equal to your Wisdom modifier. You can use this blessing before or after the attack roll is made, but before you learn whether or not it hits. With a bonus action you activate this form that lasts for 1 minute. To cast one of these shaman spells, you must expend a slot of the spell's level or higher. As an action, you can touch a creature and do any combination of restoring hit points, treating ailments, and ending conditions by spending the appropriate number of points from the pool. by Pibb247. As an action, you can present your holy symbol or druidic focus and force each hostile celestial, elemental, fey, fiend, and undead creature within 30 feet of you that can hear you to make a Wisdom saving throw against your spell save DC as you attempt to charm or frighten it. Also, any extra damage, or bonus to attack rolls you gain from magical weapons still affect your spirit attacks. You can wield a shield and still gain this benefit. Prerequisites. At the start of each of the armed creature’s turns, it regains a number of hit points equal to half your shaman level (rounded up). Prerequisite: 15th-level shaman. (piercing) A creature that fails the save allows any attack against it to score as a critical hit on a roll of 19 or 20 until the start of its next turn. The revised FORGOTTEN REALMS® Campaign Setting box categorizes all the Realms’ powers as greater powers, intermediate powers, lesser powers, dead pow- On your turn, you can use your action to expend a prayer die and summon the roaring spirit of the lion. Your creature type changes from humanoid to fey. You can maintain the possession by a number of hours equal to half your shaman level (rounded down). When you make a skill check, you can expend one prayer die to seek the advice of the spirits of nature. Your familiar is a spirit, which means it can see 60 ft into the Ethereal Plane while in the Material Plane and vice versa, it can pass through other creatures and objects (it takes 1d10 force damage if it ends its turn on an occupied space), it doesn't have a walking speed, instead, it has a flight speed of 40 ft and it can hover (familiars that already have flight speeds keep their value, but lose their walking speed like the others) and it can become invisible with an action. When you or a creature you can see within 30 feet of you attacks; if the attacker, a creature friendly to the attacker, and the attack target are all within 5 feet of each other; you can expend one prayer die to summon the pack-minded spirit of the wolf. At 3rd level, you learn how to display your power to the extraplanar creatures near you and fill them with awe or fear. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. When you or a friendly creature you can see within 30 feet of you provokes an opportunity attack, you can expend one prayer die to summon the protective spirit of the bear. At 1st level, you can cast the "Find Familiar" spell as a ritual. Spells: A spirit shaman casts divine spells from the druid spell list. Your burst weapon’s damage die is the same size as your prayer die. You can use your breath weapon a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest. The armed creature has advantage on Dexterity saving throws against spells and other magical effects that deal fire damage. As both a spiritual creature and a natural creature, you can use either a holy symbol or a druidic focus as a spellcasting focus. 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