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Summon Ancestor Guardians

Summon Ancestor Guardians 4th Level (conjuration) Casting Time: 1 action Range: Self (20-foot radius) Components: V S M (A family heirloom or ancestral relic as a focus or 1d4 HP in blood sacrifice) Duration: Up to 10 minutes Classes: Cleric, Warlock, Paladin, Sorcerer, Druid You call forth the spirits of three of your ancestors to protect you. They flit around you to a distance of 20 feet for the duration. Regardless of your personal alignment, the ancestors willing to show up will be of all alignments, and their alignment affects their appearance from angelic for good, to near lifelike ghosts for neutral, as well as macabre and twisted versions for evil. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 radiant damage (from the good ancestor), plus 1d8 necrotic damage (from the evil ancestor), plus 1d8 psychic damage (from the neutral ancestor) plus spellcasting ability bonus in force damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and is not stunned, but it’s movement is still halved inside the area and must save again next time it begins it’s movement inside the area. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each damage type except force increases by 1d8 for each slot level above 4th.
 

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Cover image: A strange planet this way floats. by magejosh with DALLE3

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