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Domain of Ancestors

Your ancestors are very important to your faith, and because of that, they have granted you power to spread the word of that faith. On your journeys, your ancestors will guide you and help you find success in your endeavors, if you are willing to be patient.      

Spell Chart

Level Spell
1st Disguise Self, Guiding Bolt
3rd Find Steed, Spiritual Weapon
5th Speak with Dead, Spirit Guardians
7th Arcane Eye, Guardian of Faith
9th Awaken, Legend Lore
 

Ancestral Assistance

Your ancestors are able to assist you and your allies in your endeavors. You can use the Help action as a bonus action or as a reaction on any one creature within 30 ft. of you, including yourself. You may use this ability a number of times per long rest equal to your Wisdom modifier.    

Channel Divinity: Time Muse

As an action, by using Channel Divinity, you can meditate onto the emotional energy of an event long ago. Pick a room, and when you use this ability in it you tap into an event of interest. You have used the emotional energy that still lingers from that moment. Your corporeal body cannot see or hear, and you become Incapacitated until the end of the memory, which lasts as long in real time as the memory takes to complete. You see everyone and everything in that room but cannot leave it. If the person whose emotional energy it has latched onto leaves the room or calms down in the memory, the image fades, and you wake up.    

Channel Divinity: Battle Animation

As an action, you can use Channel Divinity to have the spirit of an ancestral warrior take over your actions in battle. When you reach 6th level, choose any one weapon, even one you are not proficient in. When you use this ability, you gain an amount of temporary hit points equal to twice your cleric level, and you summon a spectral weapon that matches the one you chose. During this time, you are proficient in that weapon and its attacks are considered magical. If you own a physical version of that weapon, you can use that, but you only gain the proficiency when using this Channel Divinity. When you use the attack action during this time, you attack twice instead of once, and you can use your Wisdom modifier when calculating attack and damage rolls. If you run out of temporary hit points, this effect ends.    

Potent Spellcasting

At 8th level, you can add your Wisdom modifier to damage from your cantrips.    

Influence Beyond Time

At 17th level, your ancestors now share their minds and spellcasting with you, as if you were one. When you cast a concentration spell, you can choose to make this concentrated with a spirit instead of you. Your Spirit Concentration is separate from your normal concentration, so you can concentrate on two spells at once. You make Spirit Concentration checks with Wisdom, and when you have two spells concentrated on and are forced to make a concentration check, you can choose which spell you are trying to save to keep.


Created by

Lord Mcberry.

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Feat

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