Ancestral Weapon Master (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Ancestral Weapon Master[edit]

Fighter Subclass

Some fighters are fine with using any weapon for convenience. You are not one of these. You have a weapon that has been passed down from generation to generation, becoming a symbol of your bloodline itself. The weapon is probably well known and is definitely more well known than you.

Ancestral Weapon

You have inherited an ancestral weapon. You choose what the weapon is, but the mechanics of this subclass assume you use the same weapon throughout.

Your ancestral weapon is famous at least to some degree. Choose one of the following skills: Deception, Intimidation, Performance, or Persuasion. While the weapon is on your person, you are bolstered by its presence and have advantage on checks made with the chosen skill.

Guidance from the Grave

Sometimes, you swear your weapon has a mind of its own. When you make an attack roll with your ancestral weapon, you can choose to roll a d8 and add it to the result. When you critically hit with your ancestral weapon, you can choose to deal an additional die of damage (counting multi-dice damage rolls, such as a greatsword's 2d6, as one die for this feature).

Once you use one of these abilities, you can't use that ability again until you complete a short or long rest.

When you reach 10th and 18th level, you can use each of these abilities one more time between rests.

Invoke Ancestral Spirit

Starting at 7th level, you can invoke the spirits of your ancestors from your weapon. As a bonus action while holding the weapon, you can invoke the ancestral power inside it. The spirit is intangible and incorporeal, but it manifests through a cue that at least one sense can pick up on (such as the weapon gleaming more than usual, a faint hum, or the texture changing).

While invoked, the spirit warns you of imminent danger. You gain a +5 bonus to your passive Perception, you can't be surprised, and you add 1d4 to the result of any saving throw you make. The invocation ends once you're knocked unconscious, sheathe the weapon, or when the weapon is no longer in your hand.

Once you invoke the spirit, you can't do so again until you finish a long rest.

When you reach 18th level, you can use this ability once between short or long rests.

True Ancestral Weapon

At 10th level, your ancestral fully awakens and forms a deep bond with you. It becomes magical and grants a +1 bonus to attack and damage rolls made with it, and it is indestructible except by a Wish spell. You have advantage on checks made to find its location, and you know its exact location while it is within 300 feet of you. Only magic of 6th-level or higher can block this detection.

Choose two skill or tool proficiencies. While the weapon is on your person, add your proficiency bonus to checks made with a chosen skill or tool, even if you would already add it.

At 18th level, the bonus to attack and damage rolls increases to +2.

Improved Invocation

Starting at 15th level, your invocation of the ancestral spirit grows more potent. While the spirit is invoked, you have advantage on Wisdom (Insight) checks, and you can't be frightened. The invocation only ends when you're knocked unconscious or when the weapon is no longer on your person.

Manifest Spirit

Starting at 15th level, you can cause the spirit of your ancestor to physically manifest to aid you. As a bonus action while the spirit is invoked, a spectral warrior manifests in an unoccupied space that you can see within 30 feet. The manifestation uses the game statistics of the Spiritual Weapon spell cast at 4th level.

Once you have manifested the spirit in this way, you can't do so again until you finish a long rest.

Ancestor's Blessing

Starting at 18th level, you have greatly pleased your ancestors. They grant you a blessing. Choose one of the following to benefit from while the ancestral weapon is on your person:

  • Barbarian: You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Bard: Add half your proficiency bonus to any skill check you make that you don't already add your proficiency bonus.
  • Cleric: You are immune to being charmed and frightened.
  • Druid: Your AC cannot be lower than 16.
  • Fighter: Your attack rolls critically hit on a 19 or 20.
  • Monk: Your unarmed strikes deal 1d6 damage (unless it was already higher). Whenever you hit with an unarmed strike, you can use your bonus action and expend and make any number of additional unarmed strikes against the same target until you miss (maximum of 8 hits total).
  • Mystic: You gain the benefit of one Psionic Focus of one Psionic Discipline of your choice. You can choose a difference Psionic Focus whenever you complete a long rest.
  • Paladin: Whenever you use your Second Wind, roll an additional 1d10 and add it to the result.
  • Ranger: Choose a type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have advantage on Intelligence and Wisdom checks related to such a terrain. Additionally, you are immune to the effects of difficult terrain when in a chosen terrain. You can choose a new type of terrain when you finish a long rest.
  • Rogue: Whenever you have advantage on a weapon attack roll, you deal an extra 1d6 damage of the weapon's type on a hit. The extra damage dealt increases to 3d6 if the attack is made with your ancestral weapon.
  • Sorcerer: You can cast one Sorcerer cantrip of your choice. Charisma is your spellcasting ability for this spell.
  • Warlock: You gain the benefits of one Eldritch Invocation of your choice that doesn't have any prerequisites, unless its prerequisite is Pact of the Blade.
  • Wizard: You can cast Alarm, Augury, Detect Evil and Good, and Detect Magic as rituals without providing material components.
Improved Manifestation

Starting at 18th level, the manifestation of your ancestral spirit becomes more powerful based on your ancestor's blessing.

  • Barbarian: The spiritual weapon deals 3d8 force damage.
  • Bard: On a hit, the spiritual weapon imposes disadvantage on the target's next attack roll.
  • Cleric: You can summon the spiritual weapon twice between long rests.
  • Druid: The spiritual weapon can deal acid, cold, fire, force, lightning, poison, or thunder damage. You must choose the damage type when you first summon it.
  • Fighter: The spiritual weapon's attacks critically hit on a 19 or 20.
  • Monk: The spiritual weapon can attack twice per turn.
  • Mystic: The spiritual weapon can deal force or psychic damage. You must choose the damage type when you first summon it.
  • Paladin: Whenever you make an attack or damage roll for the spiritual weapon, roll 1d4 and add it to the result.
  • Ranger: When you first cast Spiritual Weapon, you can target a creature you can see and swear an oath of death upon it. You and the spiritual weapon deal an additional 1d8 damage against the target for the duration.
  • Rogue: The spiritual weapon can grant and benefit from flanking advantage.
  • Sorcerer: When you first cast Spiritual Weapon, you can also cast Magic Missile at 4th level (no action required).
  • Warlock: While the spiritual weapon is manifested, you can use your action to cast Eldritch Blast from your ancestral weapon.
  • Wizard: The spiritual weapon can't be dispelled except by a Wish spell.
2.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: