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WARLOCK PATRON: THE ANCESTOR

You've made a pact with the ghostly spirit of one of your MENTOR FROM THE PAST
own ancestors, which watches over you and the rest of Starting at 1st leveL your patron provides you with
your kin from beyond the veil of death. Your patron may knowledge and aids you in times of danger. You learn
be a part of an ancient hierarchy of spirits all from the two languages of your choice and gain proficiency in
same clan that guides their living descendants, such as one skill or tool of your choice. When you finish a long
the Undying Court and other elven spirits from Eberron, rest, you can spend time conferring with your patron
the familial spirits from Ravnica, or the warrior spirits and change any of these choices.
that many barbarian clans revere. Or your patron might In addition, when you make a saving throw, you can
be a lone spirit that stayed behind in the Material Plane, reach out to your patron for aid before you roll to gain a
swearing watch over worthy champions such as you, 1d6 bonus to the roll
mentoring them to make their own legends or taking a You can boost a saving throw two times, and you
firm hand to correct their wayward paths. regain all expended uses when you finish a long rest.
While most warlock patrons have broader concerns, The number of uses per long rest increases to 3 at 5th
such as the acquisition of more power and knowledge, leveL 4 at 9th leveL 5 at 13th leveL and 6 at 17th level
your patron cares only for its descendants, and it might
well be only concerned with you and your wellbeing. But ANCESTRAL GUARDIAN
just like a parent, your patron might not always agree Starting at 6th leveL your patron has arranged one of
with you about what is best for you. Maybe your patron your ancestors to follow you and serve as your unseen
sought you out to protect its ancient legacy, or perhaps guardian. As a bonus action, you can command your
you beseeched your ancestors for aid, making a pact to guardian spirit to protect you, granting you resistance to
honor them in return for a guardian spirit. all damage until the end of your next turn.
Once you use this feature, you can't do so again until
ANCESTOR EXPANDED SPELLS you finish a short or long rest.
Spell Level Spells
BESTOWED KINSHIP
l st sanctuary, shield of faith
At 10th leveL you gain the respect needed for greater
2nd augury, find traps protection from your ancestors, and the right to bestow
3rd clairvoyance, speak with dead the benefits of kinship on your allies for a short time.
When you use your Ancestral Guardian feature, you
4th arcane eye, divination
can choose to grant the resistance to a willing creature
5th legend lore, telekinesis 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.

ART CREDIT: "Forrest Defender"


by Sebastian Horoszko

OLENT EVIL (@Evi!Benevolent)


cfonce encounteredafami{;, cfuimins a
50,000-year liriease. cfdidn't &fieve it,
ANCESTRAL SPIRIT ✓,ourse, unti/t/2efa,mil!J spirits met wit/2
Medium undead, any alignment
me t/2at niJh. 133 theirsar( cfcoutdtea
Armor Class l 2
Hit Points 71 (13d8 + 13) t/2at t/2'i!/ were indee/quite ancient. Jhe
Speed O ft., fly 40 ft. (hover)
re
protection ~hese spirits must /2ow the
SlR DEX CON INT WIS CHA cfun survivedt/4ro'JS/2so ma1'f.!I eras~
6 (-2) 15 (+2) 13 (+ 1) 11 (+0) 12 (+ 1) 17 (+3)
poUticafupheavaL r;, 1 , 1 >'
Skills History +4, Insight +3 -l..71,rchwtzard L~osa
I
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Any languages it knew in life
Challenge 4 (1, l 00 XP) Proficiency Bonus +2

Detect Relatives. The spirit can magically sense the


presence of creatures that are related to the spirit up to
l O 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 (1 dl 0) force damage if it ends its turn
inside an object.

Actions
Spectral Blade. Melee Spell Attack: +4 to hit, reach 5 ft.,
one target. Hit: 16 (4d6 + 2) necrotic damage.
Spirit Arrow. Ranged Spell Attack: +4 to hit, range 120
ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60
feet of the spirit that can see it must succeed on a DC
l 3 Wisdom saving throw or be frightened for l minute.
If the save fails by 5 or more, the target also ages l d4 x
l O 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.

( vl.0) FROM LEGENDS OF PRESTIGE


ART CREDIT: "Estra - The spiritualist" by Jesus Blones AND PROWESS

BY BENEVOLENT EVIL (@Evi!Benevolent) D&D UNLEASHED

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