Way of the Ancestral Guidance (5e Subclass)
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Way of the Ancestral Guidance
A man walks down a narrow alley. Not knowing what Creatures lurk in the shadows. Thugs jump for the surprise attack nearly miss the man. As they stand there menacingly a ghost flies into the man downs two of the thugs in a single blow. As the last one stands there unknown to the ghostly sword in the hands of the man and in pure fear let the man continues to the alley. In this class you channel your past and seek to channel the ghost of your ancestors using their knowledge and wisdom you can gain power and learn the most. For wisdom is keg to proper strength
- Ancestral Wisdom
Starting at 3rd level, you gain proficiency in History and Insight. If you are already proficient in one of these skills you can choose another skill.
In addition, you gain proficiency with Wisdom saving throws.
- Spiritual Focus
Starting at 3rd level you are able to allow one ancestor to co-exist in your body. You can produce a weapon that made of spiritual energy you are proficient with this spiritual weapon is 1d8 of force damage, that the finesse and versatile (1d10) properties.
The weapon can not be grappled nor can it be dislodged from your hands. The weapon is magical. To summon this weapon it takes a bonus action. You can use this weapon with your Fury of Blows ki attack
- Monastery Guidance
Starting at 6th level, your monastery gives you and an old war worn dagger. Through the many battles this dagger has seen it amplifies your spiritual weapon. While holding this amplifier your attack and damage rolls get an extra +1, +2 at 11th level and +3 at 17 level. The dice rolled also change from a 1d8 to 1d10 (versatile damage 1d10 to 1d12).
- Spiritual Adaptation
Starting at 11th level you are able to phase through armour. When you make an attack against at creature, you force the creature to make a Wisdom saving throw against your ki save DC. On a failure, you gain a +5 on attack rolls using the spiritual weapon against that creature.
The creature can make another saving throw at the start of each of its turns. On a success, the creature is immune to this feature for the next 24 hours.
- Ancestral Form
You have finally mastered your spiritual connection. Starting at 17th level, you are able to call upon other spirits around you. Being as nimble as spirit yourself, your jump distance is doubled, and you can move through spaces that are occupied by a creature, but if you finish your movement in the same space as a creature you take 10 force damage and are moved to one unoccupied space near where your movement ended.
In addition, you can also Disengage using a bonus action.