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Ancestral Spirits

Ancestral Spirits

You gain magic powers from from your lineage. The ghosts of your ancestors watch over you and give you power to carry out the will of your family line.  

Ancestral Spirits Spells

(1) Dissonant Whispers, Unseen Servant   (3) Augury, Invisibility   (5) Spirit Shroud, Speak with Dead   (7) Death Ward, Phantasmal Killer   (9) Danse Macabre, Raise Dead  

Ghostly Vitality

Starting at 1st level, your ancestors loan you their ghostly vitality. Whenever you cast a spell using a spell slot, you gain temporary hit points equal to the level of the spell slot plus your proficiency bonus.  

Spectral Summoner

At 6th level, you can call the spirits of your ancestors to fight for you. You learn the Animate Dead and Summon Undead spells, which do not count against your spells known. These animated bodies will be reflavored as the spirits of your ancestors rather than zombies and skeletons.   You can choose to cast these spells by spending 4 sorcery points instead of spending a spell slot.  

Spirits Housed Within

Beginning at 10th level, the ghosts of your ancestors will retaliate against attackers at your command. Whenever a creature you can see deals damage to you, you can use your reaction to impose a Wisdom saving throw on the enemy.   On a failed save, you deal necrotic or cold damage (your choice) equal to 1d8 + your Charisma modifier to the attacking creature and they are frightened of you until the start of your next turn. Creatures that succeed the saving throw take half damage and are not frightened.   You can use this ability a number of times equal to your proficiency bonus, or by spending 3 sorcery points. You regain all uses of this ability when you complete a long rest.  

Family Lineage

At 14th level, your spiritual power is shared with your ancestral Spirits. Whenever you gain temporary hit points from your Ghostly Barrier feature, any undead creature under your control is granted the same bonus.   In addition, you have advantage on saving throws made to concentrate on necromancy spells.  

Between Worlds

Starting at 18th level, your undead power has closed the gap between life and death. You and any undead under your control gain the following benefits:   You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.   Once per turn, and 3 times per long rest, whenever you deal damage to an enemy, you can impose a Wisdom saving throw. On a failed save, the target is frightened of you until the start of your next turn.    

Metamagic (Optional)

Echoing Spell - When you cast a spell that targets a single creature, you can spend 1 sorcery point to repeat the same spell on your next turn as a bonus action, targeting the same creature or a different one. This second casting does not require additional components, as it is fueled by the lingering presence of ancestral energy.     Guiding Spirits - When you cast a spell that requires an attack roll, you can spend 2 sorcery points to grant advantage on that attack. If the attack lands, the target must succeed on a Wisdom saving throw against your spell save DC or be marked by an ancestral spirit, granting the next ally who attacks it advantage.

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