Base Class: Barbarian
Ancestral Guardian but Better
Spirits of Ancestors
You have the ability to call upon your ancestors. Your ancestors may be blood related, may be those who have raised you and passed on, or anyone you knew that's willing to be an advisor who fell in glorious combat.
Spirit of the All-father
You have the Spirit of the All-Father upon your back. The All-Father Spirit may be your actual Father, A Mentor or Teacher, or a Brother.
Having the Spirit of the All-Father gives you proficiency in Intelligence and Wisdom Saving Throws from their wise teachings.
While Raging the All-Father grants you the ability to help and move others.
When Raging with the All-Father Spirit, you may as a Bonus Action take the Shove or Help action. Additionally your shove now moves creature a number of feet equal to your Strength Modifier times 5. (Minimum of 5 feet)
Spirit of the All-Mother
You have the Spirit of the All-Mother at your back. The All-Mother may take the form of your Mother, A woman who cared for you, or a Sister.
While you have the Spirit of the All-Mother with you, you have advantage on Saving Throws against charm and fear effects.
While Raging the All-Mother provides care and attempts to keep you healthy.
When Raging with the All-Mother Spirit, you regain an amount of hitpoints equal to your proficiency bonus times your Constitution Modifier on the start of your turns. Should you reach 0 HP while Raging, your Rage instead ends and you are healed to 1 HP.
Spirit of the Beast
You have the Spirit of the Beast at your back. It may be the form of a trained animal, an animal of legend, or a family pet.
While you have the Spirit of the Beast, your unarmed strikes now deal a D4 as the Primal instincts of the Beast influence you.
While Raging the Spirit of the Beast seeks to savage your enemies at your side.
When Raging with the Spirit of the Beast, you deal double the damage dealt when making melee attacks, but you do not gain resistance to bludgeoning, piercing, and slashing damage for the rage.
Spirit of the Scourge
You have the Spirit of the Scourge at your back. It may take the form of an Apocalypse yet to come, A disaster yet to strike, or a God yet to take vengeance.
While you have the Spirit of the Scourge, you cannot be surprised and when Rolling Death Saving Throws a 6 or higher is a success.
While Raging the Spirit of the Scourge seeks to punish all who would oppose you.
When Raging with the Spirit of the Scourge you may reroll 1's on Attack and Damage Rolls and when you take damage, you may make an attack against the attacking creature as a Reaction.
Spirit of the Seer
You have the Spirit of the Seer at your back. The Seer can be a Prophet, A wise person who advised you, or an elder family member.
While you have the Spirit of the Seer, you have advantage on Perception and Investigation checks.
While Raging the Spirit of the Seer seeks to guide your weapons in their strikes.
When Raging with the Spirit of the Seer, any weapon you wield gains the thrown property and returns to your person after hitting it's target.
Spirit of the Valkyrie
You have the Spirit of the Valkyrie at your back. It may be the form of a Female Warrior, A Powerful Woman, or a Tribe Leader.
While you have the Spirit of the Valkyrie you have resistance to Radiant and Necrotic Damage.
While Raging the Valkyrie seeks to glorify you in battle.
When Raging with the Valkyrie, you gain a flying speed of 80 feet and if you slay a creature, or a creature you have dealt damage to dies in the same round of combat, you gain Inspiration.
Ancestral Rage
Starting when you choose this path at 3rd level, your chosen ancestor appears when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the ancestor, which hinder its attacks. Until the start of your next turn, when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spirit's Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d10.
When you reach certain levels in this class, you can reduce the damage by more: by 3d10 at 10th level and by 4d10 at 14th level.
Ancestral Council
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Scrying or Word of Recall spell, without using a spell slot or material components. With Scrying, rather than viewing with the spell you instead view through an ancestor's eyes at the location. With Word of Recall, rather than returning to a previously marked location, you may return to a location you have been to in the past season.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Comments