Cleric
Base Class: Cleric

While some religions may worship a single god or a pantheon of gods, some engage in ancestor worship. Clerics of the Ancestral Domain pay respects not to a being beyond mortal compare, but to those of their bloodline that came before them and have since passed on. They have developed to ability to seek advice of the spirits of a long line of predecessors or call upon them to guide them through a particularly difficult task.

Clerics of the Ancestral Domain know that, wherever their life's path may go, their ancestors are always watching over them and helping them on their way.

Ancestral Domain Features

Cleric Level Feature
1st Domain Spells, Ancestral Guidance, Warning from the Beyond
2nd Channel Divinity: Spiritual Aid
6th Ancestral Protection
8th Commune with the Ancestors
17th Descendant's Gift

Domain Spells

You gain domain spells at the cleric levels listed in the Ancestral Domain Spells table. See the Divine Domain class feature for how domain spells work.

Ancestral Domain Spells

Cleric Level Spells
1st feather fallunseen servant
3rd auguryfind traps
5th clairvoyancespirit guardians
7th arcane eyedivination
9th animate objectsscrying

Ancestral Guidance

As a bonus action, you call upon your ancestors to guide you. You may apply an extra 1d4 to any roll within 1 minute after use of this ability. You make this choice before you see the result of the roll.

The amount of times you may use this ability per long rest is dependent on your Cleric level. At 1st level, you get 3 uses. At 5th level, you get 5 uses. At 11th level, you get 7 uses. At 17th level, you get 9 uses.

Warning from the Beyond

At 1st level, you gain the ability to occasionally receive warnings from the spirits of your ancestors that reveal the nearby presence of the undead, even if they are on the Ethereal Plane. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t protected from divination magic as long as they are on either the Material Plane or Ethereal Plane. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Spiritual Aid

At 2nd level, you can use your Channel Divinity call upon the spirits of your ancestors to aid you and your allies.

As an action, you present your holy symbol, and a sphere of spectral energy emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Any creatures (including you) that end their turn within the sphere are granted the following benefits:

  • They are given 1d8 in temporary Hit Points.
  • They are temporarily cured of blindness and deafness as well as immune to those same conditions for as long as they stay within the sphere.

Ancestral Protection

Starting at 2nd level, you can call upon your ancestors to protect you or another creature from a powerful blow. Whenever you or another creature within 30 feet suffers a critical hit, you can use Channel Divinity as a reaction to turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Commune with the Ancestors

Starting at 8th level, you gain the ability to more freely communicate with your ancestors.

Once per long rest,  you may cast commune without expending any spell slots or material components. Using this feature does not count towards your cumulative uses of the spell for the day.

Descendant's Gift

Starting at 17th level, you have become so attuned to the spirits of your ancestors, that your being has established a constant connection with them and their realm. You are now resistant to psychic damage and are immune to being blinded, deafened, or charmed. In addition, when making either an Intelligence (Investigation) or Wisdom (Perception) check, you treat any roll equal to or below a 9 as a 10 instead.

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