You come from an extensive blood line of great warriors. Your ancestors have left you, their proud descendant, with more than just their blood to guide you on the path ahead. They are also there to guide you....in spirit.
- You may cast the ritual spells you get from the totem warrior subclass without the 10 minutes extra required to do so.
- You can reroll Nat 1s and 2s on intimidation checks against creatures who have a lower strength score than you. (you must use the new roll)
- When you make a wisdom or intelligence check and there are spirt orbs within 30ft of you. You may appeal to the spirits, for their knowledge and wisdom to aid you. you can expend a number of your hit dice and add that number of d4s to the roll (up to a max of 3).
- Lastly, whenever you roll a strength, Dexterity, or Constitution check or saving throw you can choose to expend one of your rage charges to use your respective ability score for the roll instead. (you make this decision after the initial roll but before hearing the results)
You gain this ability at level 11:
Ancestral Avatar: Once per long rest, you can all upon Your ancestral warrior spirits to inhabit your body, granting you their abilities, techniques and fighting styles. This effect lasts for 1hour.
you may choose from the following spirits:
The Champion: You may choose one Fighting Style option of your choice from the fighter class (excluding superior technique). If you already have a fighting style, the one you choose must be different. (Temporarily Adding the "fighting initiate" feat to your sheet under features and traits is the easiest way Todo this). In addition, as a bonus action you may switch between fighting styles during the duration.
The Dastard: You gain the rouges cunning action; the ability to take the Dash, disengage or hide action as a bonus action. You also gain proficiency in stealth and one other skill of your choice for the duration. (if you already have proficiency, you gain expertise instead)
The Brawler: You gain the Monks martial arts ability; You can roll a d6+ your strength mod in place of the normal damage of your unarmed strike. Also When you use the attack action with an unarmed strike or a weapon your proficient with on your turn, you can make one unarmed strike as a bonus action. These unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Lastly, you can use your reaction when falling to reduce any falling damage you take by an amount equal to five times your level.
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