Base Class: Fighter
This fighter uses the knowledge and power of their ancestors to imbue themselves and their armaments with power both in and out of combat. The ancestor's speak with them through both their weapon and eventually their armor.(Author's note: This is a way for the fighter to be involved in combat in ways that aren't just mechanical. I encourage you as the player to talk with and engage with the "NPC" ancestors that inhabit your armaments)
Ancestral Imbuement
3rd level Ancestral Warrior feature
Your connection with the spirits of your ancestors and the weapons you wield have been merged allowing to imbue a weapon of your choice with the consciousness of one of your ancestors.(Either choose an ancestor or work with your DM to create an ancestor NPC.)
Your ancestor spirits have their own personalities as well as likes and dislikes and will, depending on their temperament, sometimes speak their mind even in disagreement. Mechanically they may never remove your power from you, but if you and your DM wish for that to be a potential plot hook for your character you may. Your choose whether you want your ancestor spirit to be able to speak with you telepathically or aloud
Your weapon gains the following benefits.
- Your weapon attacks count as magical.
- At the end of a long rest you choose which Ancestral Temperament you wish to imbue.
Ancestral Temperament
When imbuing your weapon with a spirit, you can focus on the temperament of the ancestor you imbue. You can change which spirit is imbued after completing a long rest
1. Combative
(Author's Note: the additional damage, both to the modifier and the additional die, is not added into the Character sheet UI. Unsure how to fix this so for now you will have to add it manually. My apologies)
- You gain an additional +1 to attack and damage rolls made with this weapon.
- This bonus increases to +2 at 10th level
- This weapon does an additional 1d4 physic damage.
- This die becomes a d6 at 10th level.
2. Expeditious
- You gain proficiency in Dexterity saving throws.
- At 10th level, you gain the feature Evasion.
- You can add your proficiency modifier to initiative rolls.
- At 10th level, you gain advantage on your initiative rolls
3. Insightful
- You gain proficiency in 2 skills of your choice and maybe double your proficiency for one of the skills selected.
- At 10th level you may choose 4 skill and double your proficiency with 2 of the selected skills.
- You may cast comprehend languages once per long rest without expending a spell slot.
- At 10th level you may cast the spell twice without expending a spell slot
4. Protective
- You gain a +1 to your armor class.
- This bonus increases to +2 at 10th level
- Once per turn when you hit an enemy with an attack with this weapon, you can choose to gain a number of temporary hit points equal to your Strength or Dexterity modifier.
- At 10th level you may add your proficiency bonus to the temporary hit points gained.
- Reminder that temporary hit points do not stack. You may choose not to gain these temporary hit points if you already benefit from a greater source of temporary hit points.
Improved Combative
(Author's Note: the additional damage, both to the modifier and the additional die, is not added into the Character sheet UI. Unsure how to fix this so for now you will have to add it manually. My apologies)
- You gain an additional +1 to attack and damage rolls made with this weapon.
- This bonus increases to +2 at 10th level
- This weapon does an additional 1d4 physic damage.
- This die becomes a d6 at 10th level and a d8 at 15th level
Improved Expeditious
- You gain proficiency in Dexterity saving throws.
- At 10th level, you gain the feature Evasion.
- You can add your intelligence modifier to initiative rolls.
- At 10th level, you gain advantage on your initiative rolls
Improved Insightful
- You gain proficiency in 2 skills of your choice and maybe double your proficiency for one of the skills selected.
- At 10th level you may choose 4 skill and double your proficiency with 2 of the selected skills.
- You may cast comprehend languages once per long rest without expending a spell slot.
- At 10th level you may cast the spell twice without expending a spell slot
Improved Protective
- You gain a +1 to your armor class.
- This bonus increases to +2 at 10th level
- Once per turn when you hit an enemy with an attack with this weapon, you can choose to gain a number of temporary hit points equal to your Strength or Dexterity modifier.
- At 10th level you may add your proficiency bonus to the temporary hit points gained.
- Reminder that temporary hit points do not stack. You may choose not to gain these temporary hit points if you already benefit from a greater source of temporary hit points.
Summon Ancient Fortitude
In the most dire of times, you learn to summon the power and resilience of your ancestors.
Twice per long rest, as an action you can summon the power of the ancestors and become immune to being frightened for 1 minute.
Armor's Temperament
Your connection with the spirits has grown to the point where you can imbue 2 objects with an ancestor's spirit. One in your weapon and one in your armor. If you choose to forgo wearing armor you may imbue a set of clothing with a spirit but that spirit may only have the Insightful or Expeditious temperament.
When choosing you choose a spirit to imbue into your armor, you will gain the following benefits while wearing the armor
Combative
- When hit with a melee attack, you can use your reaction to cause psychic energy to burst outward. The attacker must make a Dexterity saving throw with a DC of 8+prof bonus+ Strength or Dexterity modifier or take 2d6 psychic damage or half as much on a successful save.
- You have advantage on checks made to grapple.
Expeditious
- Opportunity attacks made against you are made with disadvantage.
- You ignore difficult terrain when traversing solid ground.
- (ex. this does not prevent difficult terrain while swimming or in a swamp.)
Insightful
- You have advantage on saving throws caused by traps.
- You gain your ancestor's insight into reading people. You have advantage on Insight checks.
Protective
- You gain a +1 to all saving throws
- You have advantage against being grappled or restrained.
Ancestor's Instinct
Your connection with one of your ancestors has grown stronger than the others. You gain a permanent benefit from one of the ancestral temperaments. Once chosen, you may not change this permanent benefit.
Combative
- When you crit with a weapon attack, you can add your proficiency bonus to the damage once.
Expeditious
- Your walking speed increases by 10 feet.
Insightful
- You gain Expertise in one skill you are already proficient in.
Protective
- When you roll initiative, you gain a number of temporary hit points equal to your fighter level.
Ancestral Army
As an action, you summon the power of all the ancestor's you have grown connected with. For 1 minute, you gain the benefits from all temperaments either in your armor or in your weapon. After the minute has passed you also gain a level of exhaustion.
You cannot use this ability until you have completed a long rest.
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