Ancestor Patron
Expanded Spell List
Your ancestors let you choose from an expanded list of spells when you learn a warlock spell. The following spalls are added to the warlock spell list for you.
Host Expanded Spells
| Spell Level | Spells |
|---|---|
| 1 | Heroism, Shield of Faith |
| 2 | Spiritual Weapon, Enhance Ability |
| 3 | Speak With The Dead, Spirit Guardians |
| 4 | Death Ward, Evard's Black Tentacles |
| 5 | Legend Lore, Geas |
Wisdom of the Ages
Starting a 1st level, your ancestors grant you access to their collective knowledge. After you finish a short or long rest, you may attune to the memories of one of your ancestors. You gain proficiency, assuming you do not already have it, with a single skill, tool, or instrument of your choice until you use this feature again. You may double your proficiency on ability checks made using this skill, tool, or instrument.
This effect remains until you take a long rest or use this feature again. At your DM’s discretion, you may choose a language or gaming set in place of a skill, tool, or instrument.
You know the Guidance cantrip. This does not count against your number of cantrips known.
Unfinished Business
Starting at 6th level, your ancestors refuse to let you pass on before completing your task. Whenever you drop to 0 hit points and fall unconscious, the spirits of your ancestors manifest in your space and remain until you recover any hit points. When you would roll a death save at the beginning of your turn, you immediately stabilize instead.
Upon stabilizing, and at the beginning of each turn that you are already stable, roll a d20. On a 20, you are conscious and regain 1 hit point. So long as the ancestral spirits are manifested, you are immune to critical hits.
Conduit of Spirits
Starting at 6th level, you are attuned to the concerns of the dead and their kin. You gain advantage on Charisma checks to interact socially with the bereaved (dm’s discretion) as well as undead with an intelligence of 5 or greater that can understand a language you speak.
Spectral Visitation
Starting at 10th Level, the tether that binds your ancestors to your mortal body grows stronger. For brief moments they can manifest on the material plane in ethereal form.
As an action, you may reveal the presence of your ancestral spirits, choosing a creature within 60 feet of you. That creature must succeed on a Wisdom saving through against your Warlock save DC or be stunned until the end of your next turn. On a success, the creature is instead frightened of you until the end of it’s next turn. You may not use this feature again until you have finished a short or long rest.
Ancestral Duty
Starting at 14th level, you may call upon the services of one of your ancestral spirits.
As an action, you may cause a spirit to appear in a space within 10 feet of you that you can see, using the statistics of a ghost as described in the Monster Manual. 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). A failure of 5 or more on the ghost’s Horrifying Visage ability does not cause aging. The summoned spirit also possesses a proficiency as described in the Wisdom of the Ages feature. The spirit uses your proficiency modifier and has a +0 modifier to STR for the purpose of this ability.
Additionally, as an action, you can see through your spirit’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses, including ethereal sight, that the spirit has.
Your spirit remains for 1 hour or until you dismiss it, no action required by you. Once you have used this ability, you may not do so again until you have finished a long rest.