Ancestor Domain

Though their power is divine in nature, clerics of familial ancestors are not necessarily beholden to specific gods or creeds. Instead, they draw their power through devotion and reverence to the traditions, ideals, and spirits of their family lines. Such spirits can manifest themselves to aid their adherents both in and out of battle. In times of peace, ancestor clerics are tasked with maintaining familiar order, keeping family archives and artifacts in good care, and interpreting wisdom from the ancients to the modern day. In times of strife, ancestor spirits often charge their clerics to be spiritual warriors and leaders in defense of their lineage.

Ancestor Domain Spells

Cleric Level Spells 1st guiding bolt, heroism 3rd enhance ability, spiritual weapon 5th beacon of hope, spirit guardians 7th death ward, guardian of faith 9th commune, legend lore

Ancestral Guidance

Starting at 1st level, your ancestors guide your words and hands at opportune moments, both in and out of battle. You can use the Help action as a bonus action. When you use the Help action in this way to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bonus Proficiencies

Also at 1st level, you gain proficiency with heavy armor, as well as one martial weapon and one tool of your choice.

Channel Divinity: Honor and Glory

Starting at 2nd level, you can use your Channel Divinity to embolden yourself and your allies.

As an action, you present your holy symbol and let loose a war cry, granting yourself and all allies within 30 feet temporary hit points equal to 5 + your cleric level.

These temporary hit points are lost after one hour.

Channel Divinity: Chorus of Blows

Starting at 6th level, you can use your Channel Divinity to summon a force of spectral ancestors to assail your foes.

As an action, you present your holy symbol and gain a pool of d6 damage dice equal to your cleric level. These damage dice can deal bludgeoning, piercing, or slashing damage (your choice), and count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

As part of the same action, you can target any number of enemies within 30 feet with any combination of these damage dice, up to your total pool of dice (for example, 2d6 for one enemy and 4d6 to another). Targeted enemies must make a Dexterity saving throw. On a failed save, the target takes their designated dice in damage, or half as much on a successful one. All dice gained from this feature are lost at the end of your turn if not used.

Divine Strike

Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Awesome Presence

Starting at 17th level, you are a perfect conduit for your ancestor’s words and deeds, stirring yourself and your allies to acts of great heroism. You gain a total pool of 20d6 inspiration dice you can expend.

As an action, you can grant one inspiration die each to any number of creatures that can see or hear you. Subtract the dice you give with each use from your total. There is no limit to the number of creatures you can affect per use of this ability other than the total of inspiration dice you have remaining. A creature can possess only one inspiration die at a time, but can be granted more after expending one.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost.

You regain all expended dice from your pool when you finish a long rest.