Combatant
A Shaman that has connected with a peerless Fighter. The ancestor lends their skills and powers in the ways of the Fighter. Those that connect with a Combatant ancestor tend to be strong, agile, and possess the fighting spirit. A Combatant Shaman’s magic is intertwined with strength of arms.
| Level | Prepared Spells |
|---|---|
| 3 | Heroism, Magic Weapon |
| 5 | Haste |
| 7 | Freedom of Movement |
| 9 | Steel Wind Strike |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 18 (+4) | 12 (+1) | 10 (+0) |
Subclass Features
Connection Spells
The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Fighter Training
Your ancestor shares their knowledge of weapons and armor with you. You gain proficiency with all weapons, armor, and shields.
Spells and Strength of Arms
Your ancestor empowers your spellcasting and strength. You learn one Fighting Style taught to you by your ancestor. In addition you can apply half your STR or DEX modifier (Minimum 1) rounded down to your spell attack bonus.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as you are guided by your ancestor.
Blessing of the Shamanic Ancestor
Your ancestor blesses you greatly. You gain proficiency with STR or CON saving throws.
Guided Second Wind
Your ancestor bolsters your self healing power. On your turn, you can use a bonus action to regain hit points equal to 1D10 + your Shaman level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Additional Training
Your ancestor teaches you more of the art of combat. You can use the Weapon Mastery Properties of one weapon or use the Armor Mastery properties of one armor.
Guided Action Surge
Your ancestor infuses you with their own energy, allowing you to act quickly and decisively. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Combatant Stand
Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of an Combatant Stand that acts after your turn in initiative and acts according to your direction for one minute. The Combatant Stand takes the form of an intimidating warrior clad in steely armor. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.
You can use this feature once per long rest.
Combatant Stand
Medium Undead
Armor Class: 18 (Chainmail and Shield)
Hit Points: 110
Speed: 30 ft
Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained.
Senses: Darkvision 60 ft, Passive Perception 12
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Actions
Melee Attacks: Combatant Stand makes two attacks with a longsword dealing 1D8 + 5 magical Slashing damage.
Second Wind 2/Summon: Combatant Stand regains 1D10 + 20 hit points as a bonus action.
Action Surge 2/Summon: Combatant Stand makes three additional attacks with its longsword.