Jsk Warrior

Warrior Shaman
At 1st level, you acquire the training necessary to wield weapon and magic in tandem. You gain proficiency with medium armor, shields, and martial weapons. If you are holding a weapon in each hand, you gain a +1 bonus to your AC.

The spirits also guide your hand when you wield a particular weapon. Whenever you finish a long rest, you can touch one or two weapons that you are proficient with and that do not have the two-handed or versatile properties. When you attack with your chosen weapons, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Primordial Powers
At 3rd level, your connection to the elemental and spiritual powers deepens, granting you dominion over powerful abilities. You can choose two primordial powers from the list below. You can choose an additional primordial power at 6th, 10th, 14th, and 18th level. Whenever you finish a long rest, you can choose one primordial power that you know and replace it with another primordial power that you could learn at that level.

Adrenaline Surge
You can take one additional action this turn. Once you have used this power, you cannot use it again until you have finished a long rest.

Fortitude
When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Powerful Blows
Your melee weapon attacks deal +1 additional weapon damage. This damage increases to +2 at 7th level, +3 at 13th level, and +4 at 17th level.

Shamanistic Rage
You can cast Enlarge/Reduce on yourself, without expending a spell slot or material components. You can only enlarge yourself, and cannot reduce yourself. Once you do so, you can't use this power again until you finish a long rest.

War Shaman
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
 * You can use a weapon that you are proficient with as a shamanistic focus to cast your Shaman spells.
 * You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
 * When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Windfury
When you use your action to make a melee weapon attack with a light weapon that you are wielding, you can make one additional melee weapon attack with a light weapon that you are wielding in your other hand as part of the same action. This additional attack uses the attack modifier that your first attack used.

Bestial Spirit
At 6th level, you resemble a true Warrior Shaman: armed with weapons and magic, you are also capable of summoning the spirit of a beast to fight by your side. As a 10 minute ritual, you can cast the Summon Beast spell. The spell is cast at a level equal to your Shaman spell slot level. When you cast the Summon Beast spell using this feature, the following things are different for you: You can use this feature once, and you regain the use of it when you finish a long rest.
 * The summoned beast is a Medium size beast.
 * You do not need to concentrate on the spell.
 * The duration of the spell is 24 hours, or until you finish a long rest.
 * It's Maul attack is a magical attack.

Primordial Reflexes
At 10th level, your keen focus allows you to move swiftly and avoid danger. You gain the following benefits.
 * Your speed is increased by 10 feet.
 * When you are hit by an attack that you can see, you roll a d20. On a roll of 11 or higher, the attack misses you instead, regardless of the attack roll.
 * You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Greater Spirit Beast
At 14th level, when you use your Bestial Spirit feature to cast the Summon Beast spell, you can choose one of the following options:
 * You summon two bestial spirits, instead of one.
 * You summon a Large bestial spirit, instead of a Medium one. A Large bestial spirit has twice the maximum hit points of a Medium bestial spirit, and it's Maul attack deals an additional 1d8 + 4 + the spell's level piercing damage.