This is a summoning system im trying to develop so, any ideas about balacing are very welcome. This system is for a high magic and high power campaing, so, have that in mind.
This mechanic isn´t properly a feat, it´s more like an ability players unlock after defeating their 1st ancester (Big monster)
Ancester Spirits are legendary creatures that lived in our realms eons ago, vestiges of their essence can be found and even materialise in this plane, legend speak about especial people that can use this essence to bring this creatures back and even wield their power. To do this, the essence must be concetrated in a particular place linked to the spirit, once the spirit is materialised it must be defeated in order to be granted its favors.
Affinity: Each Ancestor has their opinions regarding certain subjects/people/philosophies, this influences the host's ability to form a harmonious union with Spirit. Affinity can be increased according to actions, conversations with him and choices made, some unique objects increase affinity permanently, however, to reach a harmonious and perfect relationship, in addition to magical objects, a relationship of true friendship must be forged. There are 5 levels of affinity and the hosts starts at lvl 0 affinity
When the spirit is defeated he will lend some of its power to the host, the host gains the following abilities:
1. Incorporate: the host must concentrate for 2 rounds and gains phisical traces of the ancester aquiring abilities and resistances from him, this state lasts for 2 + Afinity lvl rounds. After this the host gains 3 lvls of exaustion. A host with max. affinity can perform a especial saving throw DC 15 to keep the incorporated form, adding +2 to de DC per new save. A Host with max affinity suffers 1 lvl of exaustion. this ability can be used once and recharges on a 1 D4+2 days (just 1 d3 with max affinity)
2. Summon: Briefly bring the Ancestor into the material world to offer assistance in the form of a unique and devastating attack. Concentration for 2 Turns (1 turn with Max. Affinity) + 2 Lv. From Exhaustion. This ability can be used once and recharges on a 1 D4 +3 days ( just 1 D3 Max affinity)
3. Materialize: The summoner transforms into the material body of the Ancestral Spirit, losing control over himself. Each Ancestor has its own decisions and attitudes and will not always heed the summoner's orders, this depends directly on the nature of the Ancester and the affinity with the host, caotic ancesters may require Cha saves to obey and lawfull ancesters may not obey specific commands at all (for example, bahamut - lawfull/good - will never kill inocent people no matter what). Concentration for 2 turns (1 turn with Max affinity) / Duration 2 turns + affinity / + 3 Lv. From Exhaustion when its over - 1 time every 1 D6 +3 days ( just 1 D6 Max affinity). After de materialization ends, the host comes back as druids from Wild Shape rules.
Example of Ancester: Bahamut Lawfull/Good - Dragon
* This is not the complete list, i just made a bit of a resume because the complete tier is VERY Long, as i said, this mechanic will give players lots of power, the thing is, balancing how often this will be available. I created, too some legendary items that are able to banish the ancesters or negate their effects. also, some big bad from the campaing have their own ancesters.
For materialize i used Dragon stat blocs from the monster manual, using the afinity to "evolve" the ancestor from youngling (affinity lvl 0 to 1) to ancient (lvl 4) and a final form (lvl 5),
Summon:
Beam of Light: Bahamut lands at the indicated location charges the energy in his mouth and fires a continuous beam 50m long x 10m wide/Damage 5D12(+1D x affinity /Lv5 uses D16)
Bombardment (Unlocked at Affinity Lv. 3): Bahamut hovers over the sky , opening his mouth, begins charging an energy ball that is fired at the target area where a cylinder of radiant light is generated. Cylinder 15m radius x 50 high / Damage 8 D16 (+1D x Lv / Lv5 uses D20), creatures in the area of effect must succed on a Con save DC 15 or be blinded until the save is done. The host can choose what creatures are affected by the attack. At max affinity the host can choose up to 10 creatures to be the target at double the range (30 m), this attack ignores cover
Materialize and Incorporate per Affinity lvls:
Lv. 1: unlocks by summon/incorporate/materialize against demons or undead 3 times (dificulty at Dm discretion)
* Materialised: bahamut can use the following spells/abilities
Zephyr Strike / Chromatic Orb / Branding Smite / Prot vs good & Evil
* Incorporated: The host is under the influence of Bahamut and this grants Bless during the incorporation and a +1AC
* Player benefits: +1 in Charisma and 1 extra damage dice on spells that inflict radiant damage
Lv. 2: unlocked by resolving a great/ancient conflict by diplomacy, restoring a temple or retrieve a holy artifact
* Materialized: Superior Chromatic Orb (4th Lv) /5 D10 (Cold/Fire/Lightning/Rad) + PJ Car Mod / Heal Wounds– 1 D8 + Mod Car / Magic Circle / Staggering smite
* Incorporated: Holy Weapon (X2 damage to demons and undead) during embodied state / Necrotic resistance
* Player Benefits: Holy Weapon 1 time x day (LDJ 113) / + 1 Spell Slot at Lv 1/2/3 / Choose a talent between the shield master or the Mage Slayer
Lv. 3: Slain 100 undead or demons incorporated or branding a holy symbol of bahamut
* Materialized: Wall of Light / Destructive Smite (wave?) / Circle of Power
* Incorporated: Holy Weapon / Legendary Criticals: when you land a critical hit, your turn completely resets / Critical on 19/ Lv3 Radiant Destruction - during incorporation
* Player Benefits: Holy Weapon 1 time per long Rest / +1D to healing spells / 1 time per day can cast a spell as a bonus action without consuming Slot
lv. 4: Unlock by completing 3 of Bahamut trials, at the end a relic will be shown as a dream or similar
*Materialized: Solar Beam + Mod Car PJ / Disintegrate / Heal Wounds
* Incorporated: Thundering Strike (3m/Xanathar) X2 / Word of Splendor as Ac. Bonus (Xanathar 169) / Immune to non-magical, Necrotic/Rad damage
* Player: Radiant Destruction Lv2 with Advantage (LDJ 238) X3 / Learns Improved Arcane Shield (2 rounds) and can use the spell 1 time x day without consuming Slot /+1 Slot Lv 4
Lv. 5: Obtain the relic of Bahamut and slain his nemesis
* Materialized: Solar Blast + 1 D6 x Mod Car PJ / Mega-Fulgor (Summoning attack)
* Incorporated
Incarnation of the Dragon King: the summoner gains platinum scale armor, gaining +2 AC / +3 if the attacker is demon or undead and a draconian sword. Critical roll is 18 during embedding. Advantage on Strength and Charisma checks. the armor has wings and enables the host to fly with sp. 12 m and use the wing attack (dragon legendary action) as an action
Sword of the Dragon King: Hit = Prof + Affinity /+3 against demons and undead – 1 D10 +5 and +1 D10 radiant damage. This weapon can be used as a holy symbol and adds 1 D10 to attack rolls. The Critical against demons and the undead is 17.
Divine smite with this weapon uses the D 20
The summoner can use the breath weapon (saving DC is 8 + your Constitution modifier + your proficiency bonus) the damage is 5 D6 in a 10m cone.
Frightful Presence: During incorporation, every enemy within 5m must pass a Wis roll (8+Prof+MOD Charisma) or be frightened, as a bonus action a creature the summoner can see can be subjected to this roll.
* Player: Attribute Increase /Resistance to necrotic damage /+1 D to healing and class spells / +1 Slot Lv 5 / Beacon of Hope is allways prepared and doesn´t count for prepared spells
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.
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