Circle of the Ancestors

Some druidic circles venerate their ancestors, often all the way back to a great animal spirit who founded the lineage. Performing rituals at burial grounds, menhirs, mounds, and other sites were the honored dead have been laid to rest; druids of the Circle of the Ancestors are often confused as necromancers. This is untrue, for they have no interest in the undead, calling instead upon the spirits of the departed who have chosen to linger in order to oversee their descendants, provided of course that those descendant properly placate and venerate them.

Inhabited

Beginning at 2nd level when you choose this circle, you may summon forth a spirit of your ancestors to inhabit your body. You expend a use of your wild shape feature. The ancestor spirit inhabits your body for a number of minutes equal to your Wisdom modifier, or until a triggered effect happens. You may only have one ancestor spirit inhabiting your body at a time. If you call forth a new ancestor spirit while one inhabits your body, the existing spirit is dismissed. While an ancestor spirit inhabits your body one of your personality traits alters to fit the ancestor’s personality. You may only call forth a type of ancestor spirit once, but regain access to all spirits following a long rest. The dead need their sleep as well. You gain the following benefits based upon the nature of the ancestor spirit you summon.

Archdruid

One of your ancestors was a powerful archdruid, and when their spirit inhabits your body they whisper secrets and lore into your ears. While the spirit inhabits your body you gain advantage on Intelligence (Arcana) and Intelligence (Nature) checks, and if you are not proficient with either skill you gain proficiency.

You may choose to forgo those bonuses to instead have the archdruid spirit inhabit your body during a short rest, during which you instead recover expended druid spell slots whose total levels equal no more than half your druid levels (rounded up), and none of the slots maybe above 6th level.

Beast Tamer

Calling upon an ancestor spirit famed for their skill with animals, you gain advantage on Wisdom (Animal Handling) checks, and if you are not proficient with that skill, you gain proficiency. Furthermore, you may cast speak with animals and animal friendship without expending a druid spell slot.

You may choose to forgo these bonuses to instead call upon the beast tamer during a short rest. If you do so, until the next sunset or sunrise, the next time you use your wild shape feature to assume the form of a beast you may increase the maximum CR of the beast’s form you assume by +1.

Chieftain

One of the leaders of your people joins its spirit to your body. While the spirit inhabits your body, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks, and if you are not proficient with either skill you gain proficiency.

You may choose to forgo these bonuses to instead call upon the chieftain during a short rest to give a stirring speech to your allies. If you do so, a number of creatures equal to your Wisdom modifier gain temporary hit points equal to your proficiency bonus.

Far Wanderer

You call upon the farthest traveled of your lineage, a person who wandered to other lands in search of adventure, knowledge, or just out of the sheer joy of travel. While this spirit inhabits your body, your speed in increased by 10 feet, and you have advantage on saves to resist exhaustion.

You may choose to forgo these bonuses to instead summon forth the far wanderer during a long rest. If you do so, you receive knowledge of the terrain around you out to a distance of a number of miles equal to your Wisdom modifier. This knowledge includes the general topography, dangers, hazards, and sources of food and water. You do not gain knowledge of anything intentionally hidden such as ambushes or traps.

Healer

Bringing forth the spirit of a great healer, you gain advantage on Wisdom (Medicine) checks, and if you are not proficient with the skill you gain proficiency. Furthermore, whenever you cast a spell that allows another to recover hit points, they recover additional hit points equal to your Wisdom modifier.

You may choose to forgo these bonuses to instead call upon the healer spirit during a short rest. When you do, all allies who spend a hit die to recover hit points add your Wisdom modifier to the number of hit points they regain.

Mighty Hunter

The spirit of your lineage’s mightiest hunter is brought forth. While the spirit inhabits your body, your have advantage on all Dexterity (Stealth) and Wisdom (Nature) checks, and if you are not proficient with either skill you gain proficiency.

You may choose to summon the spirit of the might hunter during a short rest, forgoing the above bonuses. If you do, a number of creatures equal to your Wisdom modifier are under the effects of a pass without trace spell for one hour following the end of the short rest.

Seer

As foretold by the ancient prophecies, a spirit of the greatest seer of your people inhabits your body. While the spirit inhabits your body, as a bonus action you may add your Wisdom modifier to any ability check or skill check you make. Furthermore, you may also use your reaction to add your Wisdom modifier to any saving throw you make.

You may choose to call upon the seer during a short rest. If you do so, choose a number of creatures equal to your Wisdom modifier. Until the next sunrise or sunset, the chosen creatures may reroll any 1 they roll on a d20, keeping the new result.

Warrior-Hero

You call forth the greatest warrior of your lineage who blesses you with martial puissance. While the spirit inhabits your body you have advantage on attack rolls and gain proficiency with one martial weapon.

You may choose to forgo those bonuses to instead bring forth the spirit of a warrior-hero during a long rest. When you do so, choose a number of creatures equal to your Wisdom modifier, the chosen creatures may add +1d4 to all their attack rolls until the next sunrise or sunset.

Circle Spells

At 5th level you add speak with dead and spirit guardians to the list of spells you can cast.

Close Ancestor

At 6th level, choose one type of ancestor spirit. This ancestor spirit is particularly fond of you and you may summon it forth one additional time before it becomes unavailable.

Favored Child

Beginning at 10th level, you may have two ancestor spirits inhabiting your body at a time.

Steadfast

Beginning at 14th level, the spirits of the righteous dead protect you from the dangers of the restless undead. You gain advantage on saving throws against effects caused by undead, and resistance to necrotic damage. If you are attacked in melee combat by a creature of the undead type, that creature suffers radiant damage equal to your Wisdom modifier.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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