Ancestor Cleric Domain

Rather than drawing your spells from a distant deity, you pay homage to your own physical or spiritual ancestors, wise souls of the past who grant you divine magic. The spirits whisper secrets and confer protection, and as you grow stronger, their anger at those who would harm you can manifest as a powerful curse.

Domain Spells

You gain the following spells at the cleric level listed:

Ancestor Domain Spells
Level Spells
1st hunter’s mark, identify
3rd augury, spirit guardians
5th clairvoyance, speak with the dead
7th death ward, divination
9th legend lore, reincarnate

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with the History skill, heavy armor, and one martial weapon of your choice that is connected to the culture of your ancestors.

Lore of the Ancestors

At 1st level, your ancestors lend you their knowledge via dreams and visions. Whenever you finish a short or long rest, you can choose one proficiency with a skill or tool.

If it is a proficiency that you don’t already have, you gain that proficiency until you use this feature again. If it is a proficiency that you already have, you gain expertise with that proficiency until you use this feature again, meaning you double your proficiency bonus on all ability checks using it.

Channel Divinity: Spirit of Wisdom

Starting at 2nd level, you can use your Channel Divinity to cast one of your domain spells that is a divination spell, without using a spell slot or material components.

An ancestral spirit that only you can see grants to you and/or gathers the knowledge imparted by the spell, rather than you gaining it by the normal means. (For example, if you cast clairvoyance, the ancestor spirit manifests at the chosen location instead of that spell’s normal spherical sensor.) When you cast a spell in this way, you do so as if using a spell slot of the highest level you can cast, and the presence of the ancestor spirit fortifies you, granting you temporary hit points equal to your cleric level + your Wisdom modifier (minimum 1).

Support of the Departed

Starting at 6th level, your ancestors sustain your spirit, granting you resistance to psychic damage and advantage on death saving throws and Constitution saving throws to maintain concentration on spells. In addition, as a bonus action, you can sense the location of any Undead within 60 feet of you that isn’t behind total cover, though you don’t sense anything about what that spirit is or what its capabilities are.

Voice of the Spirits

At 8th level, the spirits you placate vent their fury upon your enemies with a harrowing roar that can be heard beyond the veil between life and death. Once during each of your turns, when you deal damage to one or more targets, you can choose to deal an extra 2d4 thunder damage to one of those targets. At 17th level, this extra damage increases to 3d4.

Ancestors’ Curse

At 17th level, when a creature takes thunder damage from your Voice of the Spirits feature, it suffers an additional curse: if one of your allies hits that same creature with an attack roll before the curse ends, the target takes an extra 3d4 radiant damage. The curse ends at the start of your next turn, but it ends early when the extra damage from this feature is dealt or if you deal your Voice of the Spirits damage to another creature.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

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