Spiritsworn
There are spirits all around, and many cultures revere and worship the spirits of their ancestors or special guardian spirits. Others, though, enjoy a stronger connection to the spirits and gain blessings from them directly. Champions of their dead ancestors, channelers of nature spirits to wreak vengeance on the living, there is more than one path to becoming Spiritsworn.
Becoming spiritsworn means you forfeit the life you otherwise would have to let the spirits inhabit your body and work through you. Their missions become your missions. They compel you to right ancient wrongs and wrest territory from the hands of their enemies. Under their direction, you might venture into perilous places in hopes of recovering an artifact or take up arms and lead others in a war of vengeance or protect a homeland or nature.
Level 1 Spiritsworn
Natural Defense: 9
Health: 14
Bonus Languages: Common plus any one
Tradition: One
Spells: One novice
Spirits (Magical): The spirits you're bound to accompany you wherever you go. When you use an action, you can use this talent to take one of the following additional combat actions: Defend, Find, Help, Hinder, or Stabilize.
You can employ this talent a number of times equal to your level. A rest restores all your expended uses.
Gathering of Spirits: In combat, spirits fly around you to impose 1 bane on rolls made to attack you by creatures not immune to the frightened affliction.
You lose access to this talent when the combat ends or you die.
Level 2 Spiritsworn
Health: +4
Bonus Damage: +1d6
Spells: Two novice
Spirit Recovery (Magical): At the start of your turn, if you lack the unconscious affliction, you can end one affliction affecting you, then heal half your damage total.
Afterward, you lose access to this talent until you have rested.
Level 5 Spiritsworn
Health: +4
Spells: One expert
Spiritual Attack: Before you make an attack, you can expend a use of Spirits to make that attack appear as if you occupied a space within 5 yards of your actual position.
You make the roll to attack with 1 boon, and the attack deals an extra 1d6 damage.
Spiritual Guidance (Magical): You can use your Spirits talent to make Intellect and Will rolls with 1 boon for 1 minute.