Warlock
Base Class: Warlock

You've made a pact with the ghostly spirit of one of your own ancestors, which watches over you and the rest of your kin from beyond the veil of death. Your patron may be a part of an ancient hierarchy of spirits all from the same clan that guides their living descendants, such as the Undying Court and other elven spirits from Eberron, the familial spirits from Ravnica, or the warrior spirits that many barbarian clans revere. Or your patron might be a lone spirit that stayed behind in the Material Plane, swearing watch over worthy champions such as you, mentoring them to make their own legends or taking a firm hand to correct their wayward paths.

While most warlock patrons have broader concerns, such as the acquisition of more power and knowledge, your patron cares only for its descendants, and it might well be only concerned with you and your wellbeing. But just like a parent, your patron might not always agree with you about what is best for you. Maybe your patron sought you out to protect its ancient legacy, or perhaps you beseeched your ancestors for aid, making a pact to honor them in return for a guardian spirit.

Expanded Spell List

The Ancestor lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ancestor Expanded Spells
Spell Level Spells

1st

sanctuary, shield of faith

2nd

augury, find traps

3rd

clairvoyance, speak with dead

4th

arcane eye, divination

5th

legend lore, telekinesis

Mentor from the Past

Starting at 1st level, your patron provides you with knowledge and aids you in times of danger. You learn two languages of your choice and gain proficiency in one skill or tool of your choice. When you finish a long rest, you can spend time conferring with your patron and change any of these choices.

In addition, when you make a saving throw, you can reach out to your patron for aid before you roll to gain a 1d6 bonus to the roll.

You can boost a saving throw two times, and you regain all expended uses when you finish a long rest. The number of uses per long rest increases to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.

Ancestral Guardian

Starting at 6th level, your patron has arranged one of your ancestors to follow you and serve as your unseen guardian. As a bonus action, you can command your guardian spirit to protect you, granting you resistance to all damage until the end of your next turn.

Once you use this feature, you can't do so again until you finish a short or long rest.

Bestowed Kinship

At 10th level, you gain the respect needed for greater protection from your ancestors, and the right to bestow the benefits of kinship on your allies for a short time. When you use your Ancestral Guardian feature, you can choose to grant the resistance to a willing creature within 30 feet of you instead of granting it to yourself. In addition, while a creature benefits from this resistance, it has advantage on attack rolls and saving throws.

Avenging Forebear

When you reach 14th level, your patron enlists the aid of your lineage's most powerful ancestral spirit to aid you in the most dire of combats. When you roll initiative, or as a bonus action on your turn, you can call on this spirit to aid you in battle. An ancestral spirit appears in an unoccupied space of your choice that you can see within 60 feet of you. The spirit can't use its Horrifying Visage action, but it gains a bonus to attack rolls equal to your proficiency bonus. It disappears when it reaches 0 hit points or after 10 minutes.

The spirit is friendly to you and your companions. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you) and knows any languages that you know. If you don’t issue any commands to it, it defends you and itself from hostile creatures, but it otherwise takes no actions.

Once you use this feature, you can't do so again until you finish a long rest.

Ancestral Spirit

Armor Class 12

Hit Points 71 (13d8 + 13)

Speed 0 ft., fly 40 ft. (hover)

STR
(−2)
DEX
15 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
17 (+3)
Skills History +4, Insight +3
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison

Senses darkvision 60 ft., passive Perception 12

Languages any languages it knew in life

Challenge 4 (1,100 XP)                                                                                  Proficiency Bonus +2

Detect Relatives. The spirit can magically sense the presence of creatures that are related to the spirit up to 10 miles away. It knows their hit points and the general direction they're in, but not their exact locations.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Spectral Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the spirit that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spirit's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Reactions

Spirit Guard. When an allied creature that the spirit can see within 30 feet of it is attacked but before the attack is rolled, the spirit can teleport to an unoccupied space within 5 feet of the allied creature. Until the end of the spirit's next turn, any attacks against the allied creature (including the triggering attack) suffer disadvantage as long as the spirit is within 5 feet of the allied creature.

The Ancestor Image

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