Guided by the far-too-real spirits of their ancestors, an Atavist embodies the concept of genetic memory. While some are empowered by their forebears living on through them, others find the experience maddening and that it robs their own agency. Depending on an atavist's own ancestry and their ability to control the experience, some might be honourable guardians or crusaders, while others use this strength and skill to oppress others.
Ancestor Spirit From 3rd level, when you choose this archetype, you have ancestor spirits which speak to you. When you finish a short rest, you can make a Wisdom saving throw (DC 15) to change which aspect of spirit inhabits you for the time. When you finish a long rest, you can choose which aspect of spirit inhabits you. While a spirit's aspect inhabits you, you gain the listed features. Aggressive. Your spirit favours direct confrontation, and action over discussion. You can add +2 to your initiative rolls, and you can add +2 to Athletics and Intimidation rolls. Cautious. Your spirit favours being unnoticed and avoiding enemies. You can increase your AC by +1, and you can add +2 to Acrobatics and Stealth rolls. Insightful. Your spirit is perceptive and wise. You can cast Resistance as a bonus action without requiring any components, and you can add +2 to Insight and Perception rolls. Sociable. Your spirit is friendly, and interacts with others well. You can cast Message as a bonus action without requiring any components, and you can add +2 to Deception and Persuasion rolls. At the GM's discretion, feel free to name and assign personality traits to these ancestor spirits, although this does not affect their aspect or powers. Ancestral Guidance From 3rd level, you can seek help from your ancestor spirits. You gain the Guidance cantrip. Spiritual Focus From 7th level, you can concentrate, becoming more in tune with your ancestral spirits. Depending on what aspect of spirit inhabits you, you gain an additional power. Aggressive. Your strikes land with spiritual and physical might at once, counting as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage. Cautious. Your spirit speeds your body, increasing your base movement speed by 10 feet. Insightful. Your spirit's awareness of the surrounding area spreads to you, granting you blindsight out to a range of 10 feet. Sociable. Your spirit inspires you, granting you advantage on saving throws against effects that would charm or frighten you. Speak With Dead From 7th level, you can Speak with dead, but only as a ritual. Unity of Purpose From 10th level, you can select which aspect of spirit inhabits you on finishing a short rest without being required to make a saving throw. As an action, you can make a Wisdom saving throw (DC 15) to change which aspect inhabits you. In addition, you can use your Second Wind ability a second time before needing to finish a short or long rest. Second Spirit From 15th level, you can commune with multiple aspect of your ancestor spirits at a time. As an action, you can call a second aspect to inhabit you for 1 minute. At the end of this period, you gain 1 level of exhaustion. True Unity From 18th level, when a spirit inhabits you, you mantle all of their power, becoming perfectly in tune. The features you gain for being inhabited by an aspect change to the below features instead of those listed under Ancestor Spirit. Aggressive. Your spirit favours direct confrontation, and action over discussion. You can add +4 to your initiative rolls, and you can add +4 to Athletics and Intimidation rolls. In addition, all of your weapon attacks deal an additional 1d6 force damage on a hit. Cautious. Your spirit favours being unnoticed and avoiding enemies. You can increase your AC by +2, and you can add +4 to Acrobatics and Stealth rolls. In addition, you can cast Misty step as a bonus action without requiring any components. Insightful. Your spirit is perceptive and wise. You can cast Resistance as a bonus action without requiring any components, and you can add +4 to Insight and Perception rolls. In addition, you are always under the effects of a Protection from evil and good spell. Sociable. Your spirit is friendly and interacts with others well. You can cast Message as a bonus action without requiring any components, and you can add +4 to Deception and Persuasion rolls. In addition, you can cast Detect thoughts as an action without requiring any components. Also posted on Game Masters Stash on 17 September 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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