Call of the Ancestors causes the spellcaster's eyes to glow white and their hair to flare into wild tendrils. As that is occurring, two ancestors emit out of the spellcaster's body to either defend of attack.
Two ancestors appear in your space. Until the spell ends, the duplicates can be used to defend and take damage or to attack. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your ancestors.
With two ancestors, you must roll an 8 or higher. With one ancestor, you must roll an 11 or higher.
An ancestor's AC equals 10 + your Dexterity modifier. If an attack hits an ancestor, the ancestor is destroyed. An ancestor can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all ancestors are destroyed.
If an ancestor is used to attack, the recipients takes 1d8 damage per ancestor used for the attack. If the attack is successful, recipient receives 1d8 psychic damage.
Upon a crit failure, DM rolls on ancestry table.
At higher spell level, increase number of ancestors emitted per spell level.
Comments