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Ancestral

The souls of your departed ancestors remain with you, guiding you, chiding you, and beseeching you to complete the schemes and quests they once pursued in life. The incessant voice of a ghostly choir occupies your head, never giving you a moment of peace. When it comes to magic, however, you can call upon the combined wisdom, experience, and power of your ancestors in ways that no other spellcaster can match.

Ancestral Lore

Your ancestors provide you important information at crucial times, giving you access to knowledge you might not otherwise possess. When you spend 1 minute in meditation, you gain proficiency in one Intelligence skill for the next hour. In addition, at 1st level you know one additional language. You gain another language at 5th level, one at 11th level, and one at 16th level.

Spirit Magic

At 1st level, choose two cantrips and one 1st-level spell from the bard, druid, or wizard spell list. These spells must all come from the same list. These spells become sorcerer spells for you, but they do not count against your number of sorcerer spells known. If you later choose to replace one of these spells, you can choose the new spell from any of the above class spell lists, or from the sorcerer spell list.

Spirit Guardian

Starting at 6th level, you can call upon the spirit of one of your ancestors to manifest and protect you. As a bonus action, you can spend 3 sorcery points to call an ancestor to your side. It remains in a space adjacent to yours the entire time.

The spirit is a visible Medium-sized creature with hit points equal to half your sorcerer level and an AC equal to yours. The spirit is incorporeal and can move through creatures and objects as if they were difficult terrain. If the spirit ends its turn inside an object, it suffers 5 force damage.

If a creature makes a melee weapon attack against you, the spirit interposes its form, taking the damage for you unless you command it not to. Alternatively, as a reaction you can command the spirit to interpose between you and a creature you can see making a ranged attack against you. The attacking creature suffers disadvantage on the roll, but if the attack hits, you take the damage. If the attack misses, the spirit takes no damage.

The spirit disappears once reduced to O hit points. You can, however, as a bonus action, donate your hit points to the spirit on a 1:1 basis, allowing it to remain in existence for longer. Regardless of how many hit points it has, the spirit dissipates after 1 hour. This feature recharges following a long rest.

Traverse the Spirit Realm

When you reach 14th level, you can step into the spirit dimension and use it to quickly travel to another location in the mundane world. As a bonus action, you can magically teleport up to 60 feet to an unoccupied place you can see.

You can instead teleport up to 120 feet, but you must succeed a DC 15 Wisdom saving throw. If you fail this saving throw, you still teleport as desired, but the teleportation takes an action rather than a bonus action.

Blessings of the Blood

Upon reaching 18th level, you can draw upon the wisdom and life-restoring powers of your ancestors to sustain you. As a reaction, you can regain a number of hit points equal to your sorcerer level plus your Constitution ability modifier. Alternatively, you can remove up to two levels of exhaustion, or you can remove one of the following conditions: charmed, deafened, frightened, or poisoned.

Finally, you gain advantage on the next saving throw, ability check, or attack roll you make within the next minute.

Once you activate this feature, you cannot use it again until you complete a long rest.

Section 15: Copyright Notice

The Vitalic Sorcerer © 2019 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart.