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The Ancestral Soul

Expanded Spell List

The Ancestral Soul lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.  
Ancestral Soul Expanded Spells
Spell Level  Spells
1st  entangle, identify
2nd  augury, spiritual weapon
3rd  call lightning, spirit guardians
4th  control water, phantasmal killer
5th  commune with nature, legend lore

Fleeting Memories

Starting at 1st level, you gain the ability to conserve the knowledge of souls as they pass on to the afterlife. When a creature you can see within 30 feet of you dies, you can use your reaction to draw from their memories. You gain proficiency in one random skill or saving throw that the creature was proficient in.   If you are already proficient in the chosen skill or saving throw, you add double your proficiency bonus to ability checks or saving throws you make with it.   If the creature had no proficiency in any skills or saving throws, you can add half your proficiency bonus to ability checks made with two skills of your choice that you don't already add your proficiency bonus to.   This benefit lasts until you finish a long rest or you until you use this feature again.  

Ethereal Link

Also at 1st level, you can see into the Ethereal Plane within 30 feet of you and you can always communicate with creatures on the Etheral Plane as if you were there.  

Spirit Ward

Starting at 6th level, your patron watches over you when you are most vulnerable. When a creature targets you with an attack or a harmful spell while you are incapacitated, it must first make a Charisma saving throw against your warlock spell save DC. On a failed save, the attack or spell is lost, and the creature takes psychic damage equal to your Charisma modifier (minimum of 1).  

Ancestral Champion

Starting at 10th level, you become steeped in the essence of your patron. You are always under the effect of a heroism spell.  

Curse of Ages Past

At 14th level, your patron teaches you an ancient curse. As an action, you can recite words in a forgotten tongue, cursing one creature of your choice within 60 feet of you. The target is cursed for 1 minute, until it dies, or until your concentration is broken (as if you were concentrating on a spell). When it is first cursed and at the beginning of each of its turns, the target takes 3d6 necrotic damage. At the start of each of its turns, the target must make a Constitution saving throw against your warlock spell save DC. On a failure, the target suffers one level of exhaustion and ages 1d12 years. The target automatically succeeds on the saving throw if it is an undead, if it is a construct, or if it can't be aged magically. Once you use this feature, you can't use it again until you finish a long rest.

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