Level
3rd
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect

Spell Description

You call upon the Seidr Nexus to manifest an ethereal ancestral spirit — a shade drawn from the collective memory of the Hiddenfolk. The spirit appears in an unoccupied space you can see within range. It is translucent, rune‑lit, and shaped by the echoes of ancient warriors, mages, hunters, or musicians.

The shade rolls its own initiative and acts independently, obeying your verbal commands. If you issue no command, it takes the Dodge action.

Roll 1d4 to determine which ancestral form manifests.

 

1 — Ancestral Warrior (Great‑Axe Shade)

Medium spirit AC: 15 Hit Points: 20 Speed: 20 ft

Actions

Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d12 + 3 slashing damage.

Bonus Action

Spectral Grapple. The shade attempts to grapple a creature within 5 feet. The target must succeed on a DC 14 Strength saving throw or become grappled. The shade can grapple creatures up to one size larger than itself.

 

2 — Ancestral Mage (Wizened Shade)

Small spirit AC: 11 Hit Points: 14 Speed: 15 ft

Actions (choose one)

Scorching Ray (2 bolts). Make two ranged spell attacks at +5 to hit, range 120 ft. Each hit deals 2d6 fire damage.

Ice Knife. Make a ranged spell attack at +5 to hit, range 60 ft. Hit: 1d10 piercing damage. Then the shard explodes; creatures within 5 ft must make a DC 13 Dexterity save or take 2d6 cold damage.

Misty Step. The shade teleports up to 30 ft to an unoccupied space it can see.

 

3 — Ancestral Hunter (Bow Shade)

Medium spirit AC: 13 Hit Points: 17 Speed: 30 ft, climb 20 ft

Actions

Double Shot. Make two ranged attacks at +5 to hit, range 80/320 ft. Each hit deals 2d8 piercing damage.

Bolas Throw. A creature within 30 ft must succeed on a DC 14 Dexterity saving throw or become restrained and knocked prone. The target may use an action to make a DC 14 Strength check to break free.

 

4 — Ancestral Musician (Spirit Bard)

Small spirit AC: 10 Hit Points: 16 Speed: 20 ft

Actions

Dash. The shade moves up to its speed twice.

Guidance. The shade grants a creature within 30 ft a +1d4 bonus to its next ability check.

Grease. The shade conjures a 10‑foot square of slick spectral grease at a point within 30 ft. Creatures entering or starting their turn in the area must succeed on a DC 13 Dexterity save or fall prone.

 

Higher Levels

When you cast this spell using a spell slot of 4th level or higher, the summoned shade gains an additional +1d8 hit points for each slot level above 3rd.

 

Design Notes for Chardis

  • These shades are ancestral echoes, not undead.

  • Their appearance reflects the Hiddenfolk’s cultural archetypes.

  • Outsiders with Rune‑Marks summon dim, less stable versions.

  • The Branded summon corrupted shades with twisted forms.

  • The Seidr Nexus is the source of their essence, so summoning them is seen as sacred.

* - (a carved ancestral token worth at least 10 gp, not consumed)

Available For:

Friendlyshanker

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