Ancestral

Aspects of the past aren’t always content to remain a piece of history, and continue to affect the fates of the present and the future. The Ancestral Patron includes such aspects, be they ancestral spirits or a force that continues in spite of its time having passed. A warlock can connect with this ancestral force and gain its knowledge and power, whether or not the force belongs to the warlock’s forbears; the spirits of past don’t care who carries their voice and will forward, only that their wishes be fulfilled.

Ancestral Features
Warlock LevelFeature
1stExpanded Spells, Aegis of the Past
6thWisdom of the Ages
10thDefy Fate
14thThe Ancestral Host

Expanded Spells

1st-level Ancestral feature

The Ancestral patron 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 Expanded Spells
Spell LevelSpells
1stbless, heroism
2ndaugury, detect thoughts
3rdclairvoyance, spirit guardians
4thdeath ward, divination
5thBigby’s hand, legend lore

Aegis of the Past

1st-level Ancestral feature

As its messenger, the ancestral force aids you. Whenever you are hit by an attack, you can take a reaction to reduce the damage you take from the attack by an amount equal to your warlock level.

Wisdom of the Ages

6th-level Ancestral feature

The ancestral force shares its knowledge with you. Whenever you make an Intelligence or Wisdom check or a check using a tool, you can choose to add your Charisma modifier.

Defy Fate

10th-level Ancestral feature

You are protected from harm from the ancestral force. You have advantage on saving throws against spells and powers.

The Ancestral Host

14th-level Ancestral feature

The spirits of the past all but beg to be restored to the present. As an action, you can summon a spectral force comprised of the ancestral host. It could appear as a swirl of wraith-like ghosts, spectral humanoids, or a soft glow. The host covers a 30-foot radius centered on you that moves with you. The area within the host is lightly obscured. Within the host, you and your allies are immune to the charmed and frightened conditions, and creatures you choose can’t benefit from the invisible condition. At the end of each of your turns, each creature you choose within the force must make a Charisma saving throw or become frightened, and must spend an extra foot of movement for each foot moved within the force until the end of your next turn.

Once summoned, the ancestral force remains for 10 minutes or until you are reduced to 0 hit points or die, or you use your action to dismiss it. After using this feature, you must finish a long rest before you can use it again.