DUELING: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

FIGHTING STYLE: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more then once, evin if you later get to choose again.

You start with the following equipment, in addition to the equipment granted by your backgroumd:

Have stregnth be your primary state, followed by Charisma or constitution depending if you go banshiee or zombie for your undead power.

While most warriors may fight for the honor of their ancestors, you actually derive your fighting prowress from them. This way of fighting is often frowned upon as many force their ancestors to be the source of their power, or it could be due to the warrior's apperance itself. The way one becomes a spiritual warrior is either through a dark ritual, or through the willingness of the ancestors due to some desire to avenge the family.

GREAT WEAPON FIGHTING: When you roll a 1 or 2 on a damage dis for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and muat use the new roll, even if the new roll is a 1 or a 2. the weapon must have the two-handed or versatile property for you to gain this benefit.

TWO-WEAPON FIGHTING: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

BLOODIED FURY: You are powered by the spirits of your ancestors and get stronger the closer you are to death. When at or under half your maximum hitpoints, you add +2 to your damage rolls. At 13th level it becomes a +4 and at 17th level it applies to attack rolls as well.

UNNATURAL APPERANCE: As you get closer to death, your form changes, becoming more and more like the undead. At second level you may, once, as a bonus action, force a creature within 30 feet that you can see to make a wisdom saving throw equal to 10 + your charisma modifer or it becomes frightend of you. You regain usage of this anility after a short or long rest. You gain a second use every short or long rest at 9th level

UNDEAD POWER: you tend to favor one aspect of the undead over the other, at 3rd level you choose one undead power, either banshee or zombie. Each of which is detailed at the end of the class description. The power you choose grants you feature at 3rd level and again at 6th, 10th, 14th, and 18th levels.

ABILITY SCORE IMPROVEMENT: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability acore above 20 using this feature.

EXTRA ATTACK: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

WILL OF THE ANCESTORS: Thanks to the power of the ancestors driving you on, you are able to ignore most pain, at 7th level you gain resistence to piercing, slashing, and bludgening damage when at half or lower your hit point maximum.

RAGE OF THE ANCESTORS: Your ancestors guide your strikes, at 11th level you gain advantage on attack rolls made when you are at half or lower your hit point maximum.

GUIDENCE OF THE ANCESTORS: Your ancestors protect you and drive you forward to your enemies, at 15th level you are immune to charm and frightened effects

FEAR OF THE ANCESTORS: Your form causes all but the most brave or foolish to approach you, when your hit points are at half or lower of your maximum, attacks made against you have disadvangtage.

UNDEAD POWERS: At third level you select the apperance and type of powers that the underworld and your ancestors grant you as you get closer to death, either a ghostly spectral or a frighting zombie.

SPECTRAL: You appear more ghostly, almost like a banshee, gaining some of their abilities as well.

FRIGHTFUL APPERANCE: When you reach 3rd level, when you cause a creature to be frightened of you for any reason, you can force the creature to make a saving throw where the DC equals to 10 plus your charisma modifier if the creature fails the saving throw, they also age by 1d10 years.

SPECTRAL FORM: You begin to lose your attachment to the physical realm, when your health is equal to or lower then half of your maximum hit points, you can pass through objects and creatures as if its normal terrain. If you would end your turn in an occupied space you take 1d10 force damage.

BANSHIEE'S SCREAM: Once per a long rest, you can, as an action, scream, all creatures within 30 feet of you must make a wisdom saving throw with a DC of 10 plust your Charisma Modifier. On a failed save, creatures are frightened of you and take 4d6 psycic damage, on a success nothing happens. At 18th level, if a creature fails by 5 or more, they drop to 0 HP.

SPECTRAL IMMUNITY: at 14th level you are immune to non-magical slashing, percing, and bludgening damage.