Death is never the end in life, only a different state of being. Many different races, warriors, and tribes have learned to revere spirits, even acquiring the ability to use them.
As a follower of this path, you too have learned to use these spirits of the dead. Whether it was unwanted or not at first, the abilities they grant are hard to ignore and give in to.
Spiritual medium
beginning at 3rd level, different spirits of the dead may bolster you during rage. Upon entering rage you can summon a number of spirits equal to that of your rage damage bonus, you may only have 2 out at a time.
Warrior spirit: Upon choosing Warrior spirit. When you hit a creature with a weapon attack, you deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Protector spirit: Upon choosing Protector spirit, spectral guardians appear providing defensive assistance. Any enemy that attempts to attack an ally within 5 feet of you has disadvantage on the attack, and when said enemy hits a creature within 5 feet of you, that creature has resistance to the damage dealt by the attack.
Immortal spirit: Upon choosing Immortal spirit, a heavily armored spirit appears behind you. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to have the spirit swipe at the attack and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Indomitable rage
Beginning at 6th level, the spirits within you grants you their supernatural willpower while you are raging. You cannot be charmed or frightened while raging, and if you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Psyche guidance
Beginning at 10th level spells begin to wash over you and the spiritual veil that protects you. When you make a saving throw against a spell or magical effect, you can choose to expend one hit die, roll it, and add that number to the total. You can do so after seeing the initial roll but before any of the roll's effects occur.
Master of the Ancestors
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