Invocations

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Spiritual Invocations

Spiritual Invocations are ways of manipulating the energy of the material and spiritual realms by creating fluctuations that allow certain effects to occur. For all mechanical purposes, they are like Sutras and use the same rules for use, although they are not directly compatible, which means that a Shaman cannot learn a Bodhisattva Sutra (except General Sutras if he finds a teacher) and a Bodhisattva cannot learn a Spiritual Invocation.

Below is the list of Spirit Summons ordered by level prerequisite:

Level 2

Feral Aspect

Prerequisite: Wisdom 13 or higher

The Feral Aspect Invocation connects the Shaman to the energy of animals, allowing him to assume a characteristic of the animal spirit with which he seeks to learn.

  • Aspect. When learning this invocation, you receive an animal characteristic, receiving the traits of the chosen creature. This invocation can be learned more than once with new aspects with each learning. Choose one of the following options, when choosing one of these characteristics, you must define which physical trait is modified in your body with it:
    • Natural Weapon. When choosing this Trait, you can transform a part of your body so that it becomes a natural weapon of your choice, such as horns, tail, claws, fangs, etc. Once chosen, the weapon cannot be changed. When choosing this natural weapon, you deal 1d4 + your Strength or Dexterity modifier in relevant damage to the chosen natural weapon, and you are proficient with your attacks with this weapon. If you already have one of these natural weapons, its damage increases by 1d4. When you reach levels 6, 12, 16, and 20 as a Shaman, the damage of this natural weapon increases by one category. E.g.: your fingers become claws, your mouth projects forward with prominent canines, a bird's beak, ram's horns, etc.
    • Thick Skin. While you are not wearing armor, you receive +1 to AC, this bonus counts as Improved Defense. This bonus increases by +1 when you reach levels 6, 12, 16, and 20 as a Shaman. E.g.: your skin becomes like the hide of a crocodile, or even a rhinoceros.
    • Climbing. You gain a climbing speed of 30 feet. If you already have this speed, it increases by 15 feet. When you reach levels 6, 12, 16, and 20 as a Shaman, this speed increases by 5 feet. E.g.: Your legs become similar to those of a goat, or your arms become longer like those of a monkey.
    • Burrowing. You gain an excavation aspeed of 15 feet. If you already had this speed, it increases by 10 feet. At levels 6, 12, 16, and 20 as a Shaman, this speed increases by 5 feet. E.g.: Your hands gain claws like those of an armadillo.
    • Swimming'. You gain a swimming speed of 30 feet. If you already had this speed, it increases by 15 feet. At levels 6, 12, 16, and 20 as a Shaman, this speed increases by 5 feet. E.g.: You gain a film between your fingers and toes, which become slightly longer.
    • Darkvision. You gain darkvision with a range of 60 feet. If you already have this sense, it increases by 30 feet. When you reach 6th, 12th, 16th, and 20th level Shaman, the range of this sense increases by 10 feet. E.g.: Your eyes become similar to those of a cat.
  • Activation. As a bonus action, you can activate or deactivate the Feral Aspect.

Spider's Blessing

Prerequisite: Great Spirit - The Spider of Gears

The Spider's Blessing invocation amplifies the technological capacity of its chosen ones.

  • Arachnid Vision. For the cost of 1 Ki point and a bonus action, spectral eyes appear on your face for the next minute, granting you X-ray vision with a range of 5 feet. You can see into and through solid matter; to you, solid objects within this range appear semi-transparent and allow some light to pass through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or earth. Thicker substances block the vision, as does a thin sheet of lead. You gain advantage on checks to interact with mechanisms you can observe in this way.
  • Arachnid Creativity. You can use Wisdom for Technology checks and those related to the Techmaturge Craft. When you execute a formula from the Techmaturge Craft, you add half your proficiency bonus to the GP/day value you are able to produce.

Tree's Blessing

Prerequisito: Great Spirit - The Dreaming Tree

The Tree's Blessing invocation strenghtens the oneiric connection of its chosen ones.

  • Call of Dreams. At the cost of 1 Ki point and an action, you can summon a Spriteling to aid you in combat; it remains on the Material Plane for the next minute. The Spriteling acts after you and cannot cast spells you do not know when summoned in this way. The Minor Spirit vanishes after one minute or when its hit points are reduced to 0. The maximum number of Spritelings that can be summoned is equal to half your proficiency bonus.
  • Oneiric Spellcasting. You have access to spells from the Oneiromancy mystery.

Rabbit's Blessing

Prerequisito: Great Spirit - The Amethyst Rabbit

The Rabbit's Blessing invocation promotes healng and offers protection to its chosen ones.

  • Amethyst Healing. You learn the Cure Wounds spell; it does not count towards your spell limit, and when you cast it, the effect is always one level higher than the level at which it was cast, even if you cannot normally cast spells of that level. Hit points restored to you own self that excess your maximum hit points become temporary hit points, lasting for a number of rounds equal to half your proficiency bonus or until consumed.
  • Leporine Protection. While you have temporary hit points, you gain Damage Reduction equal to half your Proficiency Bonus, except against true damage.

Cryophoenix's Blessing

Prerequisito: Great Spirit - The Cryophoenix

The Cryophoenix's Blessing invocation brings its chosen ones closer to the frigid essence that permeates the Iceborn and Anivia herself.

  • Frigid Shot. You learn the Elemental Blast (Arctic) cantrip; you can spend 1 Ki point when casting it to reduce the affected creature's speed by 5 feet until the end of its next turn.
  • Arctic Spellcasting. You have access to spells from the Arctic Elemental mystery.

Phoenix's Blessing

Prerequisito: Great Spirit - The Phoenix

The Phoenix's Blessing invocation strenghtens its chosen ones with its unquenchable flames.

  • Soul of the Phoenix. At the cost of 1 Ki point and a bonus action, for the next minute, ethereal flames envelop your body, generating bright light in a 5-foot radius around you and dim light in an additional 10 feet. While the effect lasts, your melee attacks deal your proficiency bonus as additional fire damage.
  • Flaming Vitality. You make saving throws against Extreme Heat effects with advantage.

Tides' Blessing

Prerequisito: Great Spirit - The Avatar of the Tides

The Tides' Blessing invocation strenghtens the habilities of its chosen ones on water.

  • Oceanic Fluidity. At the cost of 1 additional Ki point per spell level (minimum of 1 for Cantrips), you can cast a Water Elemental Mystery spell with a casting time of one action as a bonus action.
  • Oceanic Vision. You gain Abyssal Vision, having 15 feet of darkvision on land, increased to 30 feet underwater. Additionally, you have advantage on Perception checks related to vision while underwater.

Ram's Blessing

Prerequisite: Great Spirit - The Volcanic Ram

The Ram's Blessing invocation enhances the skills linked to the fire of the forge while simultaneously increasing the resilience of its chosen ones.

  • Volcanic Resilience. You learn the spell Etna, it does not count towards your spell limit, and when you cast it, its effect is always one level higher than the level cast, even if you cannot cast spells of that level.
  • Ram Forging. You can use Wisdom for rolls related to the Armorer and Weaponsmith Crafts. When you perform a formula from one of these Crafts, you add half your proficiency bonus to the amount of GP/day you are able to produce.

Horse's Blessing

Prerequisite: Great Spirit - The Lightning Horse

The Horse's Blessing invocation grants its chosen ones the natural ability to summon an allied simulacrum similar to the great spirit itself.

  • Lightning Mount. You learn the Summon Steed spell, it doesn't count towards your spell limit and you can cast a special version of it as a 1st-level spell. When cast this way, the summoned mount is always a Riding Horse with the "Spirit" type. If you are able to cast spells of levels higher than 3rd level, you can choose to cast this spell as a 4th-level spell, summoning a Demacian Horse with the "Spirit" type. The other rules of the spell apply normally.
  • Equine Talent. You become proficient with the Craft Guide: Pilot of Horses.

Deer's Blessing

Prerequisito: Great Spirit - The Silver Deer

The Ram's Blessing invocation enhances the skills linked to the fire of the forge while simultaneously increasing the resilience of its chosen ones.

  • Deer Stealth. At the cost of 1 Ki point, you can use a bonus action to Hide. When you hide in this way, your next attack until the end of the turn adds half your proficiency bonus to the hit roll.
  • Silver Vision. You gain 30 feet of Darkvision. If you already have Darkvision, it is increased by 15 feet instead.

Basilisk's Blessing

Prerequisite: Great Spirit - The Obsidian Basilisk

The Basilisk's Blessing invocation amplifies the Destructive abilities of its chosen ones.

  • Obsidian Aggression. At the cost of 1 Ki point, you can use your bonus action to cause your next melee attack that deals damage this round to inflict half your Exposure proficiency bonus on the target for a number of rounds equal to your proficiency bonus.
  • Basilisk's Defense. You learn the cantrip Poisonous Spray, it doesn't count towards your spell limit. You also gain the ability to cast this cantrip as a bonus action.

Dragon's Blessing

Prerequisito: Great Spirit - The Jade Dragon

The Dragon's Blessing invocation bestows a portion of his draconic strength upon its chosen ones.

  • Draconian Force. At the cost of 1 Ki point, you can use your bonus action to cause your next unarmed strike that deals damage this round to inflict your base pulse die as bonus Acid damage.
  • Draconic Aggressiveness. You add half your proficiency bonus to the damage of successful melee attacks made against humans.

Octopus' Blessing

Prerequisito: Great Spirit - The Stellar Octopus

The Octopus' Blessing invocation is strange, similar its own thoughts, showing new realities and protecting its chosen ones.

  • Chromatic Protection. At the cost of 1 Ki point, using your reaction when taking damage, you can cast the spell Invisibility on yourself lasting until the end of your next turn.
  • Transient Mind. Whenever a language you do not understand is spoken near you, you have a 25% (roll 1d4) chance of understanding that language normally, even though you cannot speak it. This effect lasts for 1 hour and if you continue to be exposed to the tongue, you can roll again.

Rat's Blessing

Prerequisito: Great Spirit - The Shimmering Rat

The Rat's Blessing invocation enhances its chosen ones' ability to handle poisons.

  • Murine Venificism. At the cost of 1 Ki point, you can use a reaction when you see a creature within 20 feet being targeted by a poison to increase or decrease the DC by an amount equal to half your proficiency bonus.
  • Murid Knowledge. You can use Wisdom for Poison Collection rolls. Additionally, when you execute a poison formula with the Apothecary Craft, you add half your proficiency to the amount of GP/day you are able to produce.

Bear's Blessing

Prerequisito: Great Spirit - The Storm Bear

The Bear's Blessing invocation enhances the brutality of its chosen ones.

  • Ursine Fury. At the cost of 1 Ki point and a bonus action, for the next minute, your critical hits in unarmed attacks inflict 1 point of Exposure to Lightning damage on the target, lasting until the end of this effect.
  • Ursid Resilience. You gain an advancement on the resistance scale towards Glacial damage.

Wurm' Blessing

Prerequisito: Great Spirit - The Spectral Wurm

The Wurm's Blessing invocation considerably amplifies the defenses of its chosen ones.

  • Impenetrable Skin. At the cost of 1 Ki point, using your bonus action, you can increase your DR by an amount equal to half your proficiency bonus for a number of rounds equal to your proficiency bonus. This effect is cumulative and each time you use it, you extend its duration.
  • Wurm Resistance. You receive an advancement on the resistance scale towards Vibrational damage.

Natural Observation

The Invocation of Natural Observation uses energy as a radar, being able to find certain species through an interaction of the senses, spiritual advice and perception.

  • Locate.' With 1 action and the expenditure of 1 Ki point, you can locate one type of creature or plant within a radius of 4 miles, if it is present.
  • Whispers. When you make a Nature roll to determine characteristics of plants and animals, you can roll 1d4 and add it to the result of that roll.

Ethereal Blast

Prerequisite: Cantrip - Eldritch Blast

The Ethereal Blast Invocation channels energy to amplify the power of the Eldritch Blast Cantrip.

  • Multiply Blast. When casting the Eldritch Blast cantrip, you can spend up to a number of Ki points equal to your proficiency bonus. For each point spent, you cast an additional blast.
  • Explosion. When casting Eldritch Blast, add your Wisdom modifier to the damage dealt by it

Eye of the Ethereal Raptor

Prerequisite: Level 2 - Invocation of the Feral Aspect - Darkvision

The Eyes of the Ethereal Raptor Invocation permanently transforms the Shaman's eyes, making him able to see in the dark.

  • Awaken Sight. By spending 1 Ki point and 1 bonus action or action, you can touch a willing target and grant it the ability to see normally in darkness, both magical and normal, up to 60 feet away for a number of minutes equal to double your Proficiency bonus. Additionally, you can spend 1 Ki point so that until the end of your turn, your eldritch blast ignores up to three-quarters of cover.
  • Ethereal Gleam. You can see normally in darkness, both magical and normal, up to 120 feet away.

Level 9

Superior Feral Aspect

Prerequisite: Level 9, Wisdom 15 or higher The Invocation of the Superior Feral Aspect allows the Shaman to manifest more complex characteristics of animal spirits.

  • Superior Feral Aspect. When you learn this Invocation, you gain an animal characteristic, receiving the traits of the chosen creature. This invocation can be learned more than once with new traits each time learned. Choose one of the following options, when choosing one of these characteristics, you must define which physical trait changes in your body with it:
    • Flight. You gain a flying speed of 15 feet. If you already have this speed, it increases by 10 feet. Upon reaching Shaman levels 12, 16, and 20, this speed increases by 5 feet. E.g.: a pair of wings of a bird, bat or insect grows on your back.
    • Seismic Sense. You gain seismic sense with a range of 15 feet. If you already have this sense, it increases by 10 feet. Upon reaching Shaman levels 12, 16, and 20, the range of this sense increases by 5 feet. E.g.: some long strands of mustache grow on your face, your feet become like those of an elephant.
    • Blindsight. You gain blindsight with a range of 15 feet. If you already have this sense, it increases by 10 feet. Upon reaching Shaman levels 12, 16, and 20, the range of this sense increases by 5 feet. E.g.: his ears become bat ears, his forehead becomes slightly elongated like that of a dolphin.
  • Activation. As a bonus action, you can turn the Feral Aspect on or off.

Feral Intuition

Prerequisite: Level 9

The Feral Intuition Invocation allows the Shaman to strengthen his connection with nature to the point of manifesting instincts that make him even closer to animals and beasts.

  • Escape Instinct. You gain the Evasion trait:
    • Evasion. When you are the target of an effect that requires a Dexterity saving throw to take half damage, you take no damage if you pass and only half damage if you fail.
  • Animal Attunement. When you make a Animal Handling roll tied to directly interacting with a beast, you can roll 1d4 and add it to the result of that roll.

Feral Leap

Prerequisite: Level 9

The Feral Leap invocation uses Ki as fuel so that the Shaman can make powerful leaps.

  • Pounce. By spending 3 Ki points and making an attack, you can launch a powerful lunge, striking a creature within a maximum area equal to your maximum jump range + 10 feet. On a success, this attack deals additional runic damage from your proficiency bonus. This movement does not reduce your speed.
  • Leap. You can cast the leap spell on yourself without spending Ki points or material components.

Level 14

Natural Flow

Prerequisite: Level 14

The Natural Flow Invocation gives the Shaman an understanding of the natural flow of energy in each body, allowing him to use this flow to his advantage or even reestablish it.

  • Extinguish. By spending 3 ki points, you can use an action to end a spell that is acting on your body or on a willing creature.
  • Embody. When you reduce a target's hit points to 0 or score a critical hit, you roll 1d4 and regain the amount of ki points you gained.

Blessing of Permanence

Prerequisite: Level 14, Spiritual Ally - Permanence

The Blessing of Permanence invocation strengthens its invoker's vigor.

  • Enhanced Vitality. At the cost of 1 Ki point, you can convert half of the temporary hit points you have into hit points.
  • Efficient Protection. Each temporary hit point you have is worth two points when taking damage.

Blessing of Agility

Prerequisite: Level 14, Spirit Ally - Agility

The Blessing of Permanence invocation enhances its invoker's reflexes.

  • Swift ​​Deflection. At the cost of 1 Ki point, as a reaction to taking damage, you can instantly take an extra move action with only half your speed.
  • Constant Acceleration. Your speed permanently increases by 5 feet.

Blessing of Dominance

Prerequisite: Level 14, Spiritual Ally - Dominance

The Blessing of Dominance invocation amplifies its invoker's authority.

  • Intimidating Gaze. At the cost of 1 Ki point, as a reaction to being targeted by an attack you can see, you can impose an attack penalty equal to half your proficiency bonus.
  • Destructive Dominance. When activating Dominance Stance, creatures that fail the saving throw receive your proficiency bonus in d4 of Thunder damage.

Blessing of Impact

Prerequisite: Level 14, Spiritual Ally - Impact

The Blessing of Impact invocation simultaneously amplifies attack and defense of its invoker.

  • Thundering Impact. At the cost of 1 Ki point, using your bonus action, until the start of the next round, all of your melee attacks deal half your proficiency bonus in d4 as additional Thunder damage.
  • Absorb Impact. When you activate Impact Stance, half of the damage dealt by your next attack is converted into temporary hit points that last for a number of rounds equal to your Proficiency bonus or until consumed.

Blessing of Ferocity

Prerequisite: Level 14, Spirit Ally - Ferocity

The Blessing of Permanence invocation sharpens its invoker's predatory instincts.

  • Beast's Instinct. You learn the Hunter's Mark spell, this spell does not count towards the maximum spells you can learn and you are able to cast it in a special way even without having access to 1st level spells, with a cost of 1 Ki point and a duration equal to your Proficiency bonus in rounds.
  • Preemptive Attack. When activating Ferocity Stance, your initiative increases by 1 for the rest of combat.

Blessing of Ingenuity

Prerequisite: Level 14, Spirit Ally - Ingenuity

The Blessing of Ingenuity invocation seems to momentarily slow down the world around its invoker.

  • New Attempt. At the cost of 1 Ki point, you can reroll a failed skill roll, keeping the new result obtained. You can only do this once per roll.
  • Accelerated Perception. When you activate Ingenuity Stance you gain half your Proficiency bonus to your AC until the start of your next turn.

Level 20

Devastation

Prerequisite: Level 20

The Devastation Invocation allows the Shaman to use spiritual forces to create devastating effects.

  • Irupt. As a bonus action and 5 Ki points for 1 minute, your unarmed or natural weapon attacks deal half your proficiency bonus in d8 as Disruptive damage.
  • Power of the Ages. Your melee or natural weapon attacks deal 1 additional die of damage.

Ethereal Fluency

Prerequisite: Level 20

The Ethereal Fluency invocation allows the Shaman to use the knowledge of spirits to acquire benefits in their conjurations.

  • Redirect. When you make an attack roll with a spell and miss, you can use your reaction and spend 3 Ki points to make a new roll. You must keep the new result to decide whether the spell was successful or not.
  • Natural Invoker. Shaman spells that require an action to cast can be used as a bonus action.