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## Fighter: Ancestral Warrior *Ancestral Warriors come from a long line of valiant heros, renowned artisans, or legendary blacksmiths. They draw strength from their lineage to empower their weapons and forge a new path for themselves.* #### Ancestral Weapon Starting at 3rd level, you can harness the power of your ancestors to modify your weapon. During a short or long rest, you can perform a ritual on any weapon worth 1 gp or more to transform it into your ancestral weapon. The new weapon usually takes the form of a weapon of importance in your family's history, such as a greatsword used by your great-grandfather in battle, or a hammer which was used to carve masterpieces out of stone. If you perform this ritual on a magic weapon, all of its properties are retained, but it still changes form. If you perform this ritual on a weapon while your ancestral weapon still exists, the previous ancestral weapon reverts back to its original form. ## Your ancestral weapon cannot be destroyed by nonmagical means. If you are ever disarmed of your acestral weapon, you can summon it back to your hand using a bonus action. Your ancestral weapon is considered magical for the purposes of overcoming resistances. #### Ancestral Connection Also starting at 3rd level, you can contact any of your ancestors through your ancestral weapon. While you are in contact with your ancestral weapon, you can communicate with the spirits of any of your ancestors, provided that they are not alive. None of them can perceive any of your surroundings other than you, and they don't know anything more than what they knew in life. ## While your ancestors are speaking to you, they can choose to summon small animated illusions to aid your understanding of their story. #### Strength of the Past Also starting at 3rd level, you can give your ancestors more agency over your body for a short time. If you are in contact with your ancestral weapon, you can use a bonus action to let their spirits inhabit your body, granting you several benefits. When you enter this state, choose two of the following effects. - **Speed of Execution -** Whenever you take the attack action, you can make one extra attack. - **Unearthly Precision -** Your weapon attacks with your ancestral weapon score a critical hit on a roll of 19 or 20. - **Armor of the Dead -** Attacks against you are made with disadvantage - **Superposition -** Once per turn, you can teleport a distance up to your speed. You don't need to see your destination. This does not consume your movement. - **Spirit's Resilience -** You gain a number of temporary hit points equal to twice your fighter level. All temp hitpoints gained are lost at the end of this ability. ## ____ You can force the spirits out of your body using another bonus action. At the end of each of your turns while this effect is active, you must make a Constitution saving throw. On a failure, you gain one point of exhaustion. The DC for this saving throw starts at 5 minus half your fighter level (rounded down) and increases by 5 each time you have to make the saving throw again. When you complete a long rest, this DC resets to its original number. #### Knowledge of the Ages Starting at 7th level, you can use the knowledge of your ancestors to improve your own abilities. At the end of a long rest, choose a skill or tool proficiency. You are considered proficient in that skill or tool until your next long rest. #### Greater Ancestral Connection Starting at 10th level, your connection to your ancestors becomes stronger. Whenver you are in contact with your ancestral weapon, your ancestors can perceive through your senses as you are able to. Additionally, when you use your Strength of the Past ability, you can choose three effects instead of two. #### Era Surge Starting at 15th level, you can use the power of your Strength of the Past ability to generate a surge of magical energy. While the ability is active, you can forego any amount of weapon attacks to build up power. Each weapon attack you forego adds one d10 to your pool of energy. You can also purposefully gain any amount of exhaustion during this ability to add two d10s to the pool per point of exhaustion. ## When the spirits exit your body, you release spiritual energy in a radius around you. Roll all the d10s in your pool. Each creature of your choice in a 30 foot radius around you must make a Dexterity saving throw. On a failure, they take necrotic damage equal to the number rolled. On a success, they take half damage. #### Greater Ancestral Weapon Starting at 18th level, you have forged your own name among the ranks of your ancestors as a warrior like no other. Your weapon acclimates to your new status in history. Choose one of the following effects depending on how you have made a name for yourself. - **Protector -** While you are wielding your ancestral weapon, every creature of your choice within 30 feet of you gets a +1 bonus to any saving throw they make. - **Monster Slayer -** When you make an attack on a creature with a CR higher than your level with your ancestral weapon, you gain a +1 bonus to your attack and damage rolls. - **Scourge -** While you are wielding your ancestral weapon, plants in a 30 feet radius around you begin to die. In addition, when you score a critical hit with your ancestral weapon, you gain temporary hp equal to the damage dealt. - **Mage Slayer -** You can cast Counterspell at the third level once per dawn using your ancestral weapon. Your spellcasting ability for this spell is your choice of Strength or Dexterity. ## ___ If you die, your ancestral weapon remains as a magical weapon with whatever property you chose.