Ancestry Patron
You have formed a pact with the spirits of your ancestors. Whether through reverence, lineage, or obligation, your forebears guide your hand, protect your life, and shape your destiny.
Level 3: Ancestral Trance
You gain the Lessons of the First Ones eldritch invocation. This invocation doesn’t count against your number of eldritch invocations known.
The feat you gain from this invocation must be one of the following:
- Crafter
- Healer
- Magic Initiate (any)
- Musician
- Skilled
- Tavern Brawler
Whenever you gain a level in this class, you can replace the feat granted by this feature with another feat from the list.
Level 3: Ancestral Spirits
You can call upon your ancestors to aid you. You summon a number of spirits equal to your Charisma modifier (minimum of one).
These spirits remain with you until they are expended. They last until the end of your next long rest, or until you dismiss any number of them (no action required). The spirits are invisible and incorporeal, and they can’t interact with physical objects. Once a spirit aids you, it disappears.
You can use your spirits in the following ways:
- Guiding Strike. As a bonus action, you command a spirit to strike a creature within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 2d6 necrotic or radiant damage (your choice), or half as much damage on a successful one.
- Ancestral Guard. When you are hit by an attack, you can use your reaction to have a spirit intervene. Roll 1d6 and add the number rolled to your AC against that attack, potentially causing it to miss.
- Ancestral Guidance. When you make an ability check or a saving throw, you can use your reaction to add 1d6 to the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
You can also expend a Pact Magic spell slot to regain one use of this feature.
Level 6: Shared Ancestry
When a creature you can see within 30 feet of you is hit by an attack or makes an ability check or a saving throw, you can use your reaction to have a spirit aid that creature, using the options from your Ancestral Spirits feature as if you were the target.
When a spirit aids a creature and disappears, that creature gains temporary hit points equal to your Charisma modifier.
Level 10: Empowered Spirits
The die used for your Ancestral Spirits feature increases from a d6 to a d8.
In addition, when you use Ancestral Guard or Ancestral Guidance and the triggering attack still hits or the roll still fails, the spirit is not expended.
Level 14: Ancestral Intervention
When you are reduced to 0 hit points but not killed outright, your ancestors intervene.
You instead drop to 1 hit point, gain temporary hit points equal to five times your proficiency bonus, and immediately summon your spirits (or regain them to max) without expending a use of your Ancestral Spirits feature.
Until the start of your next turn, you have resistance to all damage, and attacks against you are made with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.