Spirit Caller

Many cultures worship their deified ancestors, but among the dwarfs, the practice remains strong and informs how individuals conduct themselves. They believe their ancestors observe their actions and judge them, so it behooves dwarfs to act with honor, contribute to the overall health of their community, and show courage in the face of danger. Ancestors pleased with their descendants invite them to dwell in the Hall of Plenty, while dwarfs who do not live up to those high ideals are cast out to languish in the Underworld.
Whether or not you are a dwarf, you adopt the beliefs of those people as your own and feel the weight of your ancestors’ scrutiny. Service to these spirits rewards you, and you can call upon them to help you in times of need. The spirits, or their proxies, lend aid when the causes for which you fight agree with the ancestors’ notions of justice, right action, and nobility.

Level 7 Spirit Caller

Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Spiritualism, Spells: One expert
Ancestral Aid (Magical): You can use an action to call upon your ancestors. Inside a Size 5 space centered on you, green mist rises from the ground to fill it with moderate obscurement that lasts for 1 minute. Until the mist clears and while you are in that space, you make attribute rolls with 1 boon, you impose 1 bane on rolls made against your Defense, and whenever you take damage, you reduce the amount by 1d6 (to a minimum of 0). You can use this talent three times. You regain the uses after you rest.
Litany of Grudges (Magical): You can use an action to announce the wrongs ever done to you and your people. You can chant for 1 minute, but the effect ends early if you use your voice for something else, such as casting a spell. On each of your turns, each enemy within 5 yards makes a Will roll. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy becomes frightened of you until the chanting stops or the enemy overcomes the affliction with a successful Will roll.

Level 8 Spirit Caller

Health: +12, Bonus Damage: +1d6
Spells: One expert
Shield Bearer (Magical): You can use this talent when you become injured or when you are harmed while injured. A shield-bearing spirit appears at your side and remains there for 1 minute. The spirit moves with you to stay at your side. While you are under the effects of this talent, you have the Slippery trait, you impose 1 bane on rolls to attack you, and you reduce damage you take from attacks by 2d6 (to a minimum of 0). You can use this talent once. You regain the use after you rest.

Level 10 Spirit Caller

Health: +12 Bonus Damage: +1d6
Spells: One master
Judgment of the Ancestors (Magical): You can use an action to speak aloud three wrongs done to you, your allies, or your loved ones committed by one enemy you can see. If these wrongs are true, a huge, shadowy spirit armed with an axe appears inside an empty space you choose and brings the weapon crashing down on the enemy’s head. Make a Will roll with 3 boons against the enemy’s Defense. On a success, the enemy takes 30d6 damage. If the enemy becomes incapacitated by this damage, it dies, and the spirit whisks its soul to the Netherworld to face justice for its offenses. Once you use this talent, you lose access to it until after you complete your quest.