Spirit Attunements

When you attune to a minor spirit, it grants a few abilities. Every minor spirit will have an at will ability, and some will have more impressive abilities that must be accomplished using spell slots. As a result, these abilities cannot be used until at least 3rd level. For any spirits that grant at will spell attacks, you may make two attacks when you reach 5th level and three when you reach 11th level. For any spirit that deals damage, you may choose to spend a spell slot of 1st level or higher to increase the damage by 1 of its damage dice for each slot level used (1 for a first level, 2 for a second level, 3 for a third level). Some spirits will have passive abilities as well.

Spirit attunements do not limit the spirits you can communicate with, as you can communicate with any spirits with a successful wisdom check. As these spirits are forces of nature, their abilities do not count as spells or magical effects. The use of any attunement-granted abilities requires both verbal and somatic components.

### Spirit of Fire

Fire spirits are energetic and cheerful, but capricious and prone to bouts of anger. While attuned to this spirit, you gain the following abilities:

* As an action, hurl a ball of fire and make a ranged spell attack at a target within 60 feet. On a hit, it deals 2d6 fire damage.
* Use a reaction to gain resistance to fire damage or cold damage for one effect. If you already are resistant, you halve the damage a second time.
* As an action, cause flames you can see (of an area no larger than a 15 foot cube) to change color, burn twice as brightly, or both. Once you target another area of flame with this ability, the first one reverts to normal.
* As an action, shoot a torrent of flames in either a 15 foot cone or a 30 foot line. Each creature in that area must make a dexterity save, taking 3d6 fire damage on a failed save and half as much on a success. (1st level)
* As an action, summon a bonfire in a 10 foot radius. Any creature inside it or adjacent to it must make a dexterity save, taking 5d6 fire damage on a failed save and half as much on a success. (2nd level)
* **Avatar:** While in Avatar state, you gain resistance to fire and cold damage, immunity to non-magical fire damage, and a fly speed of half your movement speed. Additionally, you shed bright light in a 30 foot radius and your weapon attacks deal an extra 1d4 fire damage. This increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

### Spirit of Stones

Spirits of stones are stubborn and reliable. While attuned to this spirit, you gain the following abilities:

* Change the shape of stone within a 5 foot cube as an action. Increase the length of the cube's sides by 5 feet by spending a spell slot.
* You cannot be moved against your will.
* As an action, cause the earth around a creature you can see within 30 feet of you to reach up around their legs. They must make a strength save, taking 1d6 bludgeoning damage and being grappled on a failure.
* Use a reaction to gain resistance to nonmagical slashing and piercing damage.
* As an action, shape nearby stone into a stone spike that spears a target you can see within 30 feet. Make a melee spell attack, dealing 2d6 magical piercing damage on a hit.
* As a bonus action, cause any creature within 20 feet of you to make a dexterity save or be knocked prone. (1st level)
* As an action, summon two walls of stone and slam them together on a creature you can see on the ground. The creature may attempt a strength save to half 4d10 bludgeoning damage. (2nd level)
* **Avatar:** While in Avatar state, you gain resistance to non-magical slashing, piercing, and bludgeoning damage and can burrow 10 feet per round.

### Spirit of the Wind

Spirits of the wind are easily distractable and playful. While attuned to this spirit, you gain the following abilities:

* You take no fall damage.
* You may use a reaction to add your wisdom modifier to your AC for one weapon attack roll.
* You may use a bonus action or reaction to add your wisdom modifier to one weapon attack or damage roll.
* As an action, you can target a creature with a gust of wind, forcing them to make a strength save. On a failure, they are pushed back 2d4x5 feet.
* As a bonus action, increase your jump height by 10 feet.
* As a bonus action, cast *Fly* on yourself (1st level)
* **Avatar:** While in Avatar state, you gain a fly speed equal to your walking speed +10 feet and gain an additional +1 AC. Additionally, you may add your proficiency bonus to ranged and finesse attack rolls. If you already would, add it again.

### Spirit of the River

Spirits of rivers are wise and willful. While attuned to this spirit, you gain the following abilities:

* You can breath underwater while concentrating and have a swim speed equal to your walking speed.
* As an action, you can summon tentacles of water that will strike on your command. Make a melee spell attack against one target within 30 feet, dealing 2d6 magical bludgeoning damage on a hit.
* Use a reaction to gain resistance to fire damage for one effect.
* Change the direction of flow, shape, or purity (although you can only clean it) of up to a 5 foot cube of water. The length of the cube's sides can be extended by 5 feet for each slot level you use. This effect lasts until you stop concentrating.
* **Avatar:** While in Avatar state, you gain resistance to fire and acid damage and can dash as a bonus action while swimming. You may also disengage as a bonus action.

### Spirit of the Ancestral Warrior

This warrior's spirit is that of one of your ancestors. Their personality is their own, While attuned to this spirit, you gain the following abilities:

* Once per turn, you may use your wisdom modifier in place of strength or dexterity for weapon attacks.
* Add your wisdom to strength and constitution saves.
* Whenever you are hit with a melee attack, you may use your reaction to make an attack on the offending creature.
* Use a free action to give yourself advantage on all attack rolls until the start of your next turn. (1st level)
* Deal an extra 1d8 force damage on an attack of your choice. (1st level) Increasing the level of the slot spent increases the damage by 1d8.
* **Avatar:** While in Avatar state, you gain the physical ability scores, abilities, resistances, and senses of an Undying Soldier. It's equipment is either your own or that of your ancestral spirit, and deals force damage as it's damage die. You gain the hit points of an Undying Soldier in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of Vines

Spirits of vines are slow to decisions and action, but quick-thinking and able to adapt. While attuned to this spirit, you gain the following abilities:

* As an action, make a ranged spell attack on a creature you can see within 25 feet as you summon a whip of thorny vines. On a hit, they take 1d6 slashing damage and are pulled 10 feet closer to you.
* As an action, choose a target you can see. Vines lash up around them and they must make a strength save, being grappled and restrained on a failure. On a success they are only grappled. These vines dissipate if they take more than 10 points of damage or 5 points of fire damage in a single round.
* Use a bonus action to summon vines that pull you up to your movement speed in any direction, including up.
* **Avatar:** While in Avatar state, you take on the physical ability scores, abilities, senses, immunities, and resistances of an Assassin Vine.

### Spirit of the Deer

Deer spirits are noble and proud. While attuned to this spirit, you gain the following abilities:

* Your walking speed increases by 5 feet and your base jump height and distance do as well.
* If you move at least 10 feet before entering a creature's melee range, you may use your bonus action to make a melee spell attack with spectral antlers. On a hit, it deals 3d6 magical piercing damage.
* You have advantage on any check that relies on hearing.
* **Avatar:** While in Avatar state, you gain the abilities, senses, and physical ability scores of a Giant Elk. You gain a Giant Elk's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of the Fox

Fox spirits are playful and rambunctious. While attuned to this spirit, you gain the following abilities:

* You gain proficiency in Stealth, Acrobatics, and Deception. If you already had those proficiencies, add your proficiency bonus again.
* You have advantage on checks that rely on hearing or smell.
* You may take the disengage, hide, or dash actions as a bonus action.
* Whenever you deal damage to a surprised creature or a creature that has not yet acted in combat, deal an extra 2d4 of the attack's damage.
* **Avatar:** While in Avatar state, you gain +2 to dexterity and wisdom, and have advantage on stealth checks.

### Spirit of the Bear

Bear spirits are stoic and reserved. While attuned to this spirit, you gain the following abilities:

* You have advantage on constitution saves and any checks that rely on smell.
* As an action, you may use spectral claws to make a melee spell attack against one creature within range. On a hit, they take 2d6 + your wisdom slashing damage.
* You have a climb speed of 20 feet.
* Your max hit points increase by one for each hit die you have.
* As a reaction, you can gain resistance to non magical slashing piercing and bludgeoning damage until the start of your next turn.
* **Avatar:** While in Avatar state, you gain the abilities, senses, and physical ability scores of a Cave Bear. You gain a Cave Bear's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of the Porcupine

Porcupine spirits prefer to be left alone, and tend to be lazy and defensive. While attuned to this spirit, you gain the following abilities:

* You gain a climb speed of 20 feet.
* Whenever you eat a meal that takes at least 1 minute, you may expend a spell slot to regain 1d10 hit points. The amount of dice increase based on what level slot you use.
* Whenever you take damage from a melee attack, you may use a reaction to lash out at the attacker with spectral spines. Make a melee spell attack, dealing 2d6 piercing damage on a hit.
* **Avatar:** While in Avatar state, if any creature damages you from melee range, you deal 2d6 magical piercing damage to the offending creature reflexively.

### Spirit of Life

Minor spirits of life are jubilant and bubbly. While attuned to this spirit, you gain the following abilities:

* You have a pool of d4's equal to your wisdom modifier plus your Shaman level. A number of these up to your wisdom modifier may be spent at one time as an action to heal a creature within 20 feet of you.
* You may target a dying creature within 30 feet of you as a bonus action to stabilize them or grant advantage on their next death save.
* Expend a spell slot to heal all creatures of your choice within 30 feet by 1d10+your wisdom modifier. A 2nd level slot increases the healing to 2d10 and a 3rd level slot raises it to 3d10.
* You may expend a 1st level spell slot as an action to cast *Restoration.*
* **Avatar:** While in Avatar state, you gain regeneration 5, and you may use your action to cast *Mass Healing Word* at its lowest level at will.

### Spirit of the Jaguar

Jaguar spirits are fierce and relentless. While attuned to this spirit, you gain the following abilities:

* You gain expertise in Stealth, Intimidation, and Acrobatics.
* You gain a climb speed of 25 feet and don't take fall damage before 30 feet.
* Whenever you reduce a creature to 0 hp, you gain a number of temporary hit points equal to your wisdom modifier.
* Use an action to make a spectral claw attack againt one creature in your melee range. On a hit, the target takes 1d8 + your wisdom modifier magical slashing damage. When you use this feature, you may use your bonus action to make one additional claw attack.
* **Avatar:** While in Avatar state, you gain the abilities, senses, and physical ability scores of a Lion. You gain a Lion's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of the Ancestral Hunter

This spirit belongs to an ancestor of yours, a skilled hunter. While attuned to this spirit, you gain the following abilities:

* You gain expertise in Survival checks.
* You can determine the number and type of creature that left given tracks with a successful Survival check
* You gain a +2 bonus to ranged weapon attacks.
* You may expend a spell slot of at least 1st level to cast *Hunter's Mark.*
* **Avatar:** While in Avatar state you gain one Favored Enemy (chosen from a Ranger's options) for the duration. You also gain 4d8 temporary hit points, and if these temporary hit points are reduced to 0, you are no longer possessed and cannot use features granted by this attunement until you complete a short or long rest.

### Spirit of the Wolf

Wolf spirits are loyal, determined, and brave. While attuned to this spirit, you gain the following abilities:

* You have advantage on checks relying on hearing or smell.
* Whenever you would take a level of exhaustion, you may instead choose to make a DC 20 constitution save. On a success, you don't take a level of exhaustion.
* Whenever you make an attack against a creature and one of your allies is in its melee range, your attack has advantage.
* You may use an action to make a melee spell attack with spectral jaws. On a hit, it deals 1d6 + your wisdom modifier magical piercing damage.
* **Avatar:** While in Avatar state you gain the abilities, senses, and physical ability scores of a Dire Wolf. You gain a Dire Wolf's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of the Eagle

Eagle spirits are freedom-loving and proud. While attuned to this spirit, you gain the following abilities:

* You can see clearly up to 1,000 feet away.
* Your movement speed increase by 10 feet, and you can take the dash and disengage actions as a bonus action.
* You only fall at a speed of 30 feet per round.
* Whenever you take the attack action with a light or finesse weapon, you may make one additional attack but may not add your modifier to the damage.
* You have advantage on saves against fear effects.
* **Avatar:** While in Avatar state you gain the abilities, senses, and physical ability scores of a Giant Eagle. You gain a Giant Eagle's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of the Tree

Tree spirits are wise, immovable, unswayable, and ancient. While attuned to this spirit, you gain the following abilities:

* Your skin becomes rough and bark-like and your AC=13 + your dexterity modifier when you aren't wearing armor.
* As a bonus action, you can command trees you can see within 120 feet of you to either grapple (Athletics bonus=your proficiency bonus + your wisdom modifier) or attack a target creature in their melee range, dealing 3d6 bludgeoning damage on a hit.
* You can't be moved against your will.
* You don't need to sleep, only remain motionless for 4 hours in order to gain the benefits of a long rest.
* **Avatar:** While in Avatar state you gain the abilities, senses, and physical ability scores of an Awakened Tree. You gain an Awakened Tree's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

### Spirit of Frost

Spirits of frost are jealous and somewhat unpredictable. While attuned to this spirit, you gain the following abilities:

* Use your action to make a ranged spell attack against a target within 30 feet of you, shooting an icy blue beam. On a hit, the target takes 2d6 cold damage.
* Use your reaction to gain resistance to fire and cold damage until the start of your next turn.
* Use a bonus action to form a melee weapon out of ice. This weapon deals cold damage and uses your wisdom, strength, or dexterity as its combat modifier.
* You can choose to freeze water under you when you enter a space filled with water. Doing so allows you to walk on it with no penalties.
* You can use your action to freeze water in up to a 10 foot square, or a 5 foot cube. Expending a spell slot increases the area of effect by 10 or 5 feet, respectively.
* Use an action to blast out icy energy in a 20 foot cone. Any creature in that area must make a constitution save or take 3d6 cold damage. (1st level)
* Use an action to freeze the ground in a 30 foot radius. For 1 minute, any creature of your choice that steps on it must make a dexterity save or fall prone. (2nd level)
* Instantly freeze all liquids within 100 feet of you, even if they contain creatures. A trapped creature may make a strength save to escape being paralyzed, repeating the save on each of its turns. If it is more than partially submerged in the frozen liquid, it must deal 10 points of damage (5 if fire) to the ice for each foot of ice it's trapped behind. (3rd level)
* **Avatar:** While in Avatar state you gain resistance to cold and fire damage and any water that comes within 5 feet of you freezes instantly. For water elementals, this means taking 5 points of inevitable cold damage every time they begin they turn within 5 feet of you. Additionally, your melee attacks deal an extra 1d4 cold damage. At 5th level, 11th level, and 17th level, this bonus damage increases to 1d6, 1d8, and 1d10 respectively.

### Spirit of Storms

Storm spirits are wild and untamed. They are quick to anger and violently vengeful. While attuned to this spirit, you gain the following abilities:

* Use your action to make a range spell attack against one creature within 60 feet, lancing electricity in their direction. On a hit, they take 2d6 lightning damage.
* Use your action to erupt in thunder. Any creature within 10 feet of you must make a constitution save or take 2d6 thunder damage and be pushed 5 feet away. (1st level)
* When you are damaged by a creature, you may use a reaction to arc electricity back to them. They must make a dexterity save, taking 2d6 lightning damage on a failure.
* You may use a reaction to gain resistance to lightning and thunder damage until the start of your next turn.
* As an action, arc a bolt of lightning through up to 3 creatures you can see, none of whom can be more than 15 feet away from each other. They each must make a dexterity save, taking 4d6 lightning damage on a failed save and half as much on a success. (1st level)
* Call a bolt of lightning from the sky as an action to a point you specify that you can see. Any creature within 10 feet of the point you choose must make a constitution save, taking 3d6 lighting and 3d6 thunder damage on a failed save and half as much on a success. This can only be done outside (2nd level)
* As an action, call three bolts as per the 2nd level ability of this spirit. They cannot affect the same target more than once. (3rd level)
* **Avatar:** While in Avatar state you gain resistance to lightning and thunder damage and your movement speed doubles. Additionally, you melee weapon attacks deal an extra 1d4 lightning or thunder damage (your choice). At 5th level, 11th level, and 17th level, this bonus damage increases to 1d6, 1d8, and 1d10 respectively. At level 11 and beyond, you may choose to instead transform into a Living Lightning Bolt for the duration. This transformation functions like Wild Shape.