The Ancestors (Warlock Patron)

You have reached out to your ancestors and completely devoted your soul to fates only they can see. In exchange for your servitude, these spirits reveal glimpses of the future to you and fill you with both their knowledge of the past and their mystical power. You may be visited by random ancestors that come and go like waves in the ocean, receive help from important figures in your family line in whispers on the wind, or find a council of your forebears becoming a fixture in your dreams. No matter what forms they take in your life, they are always present to berate, critique, encourage, or observe in unquieting, silent judgment.

Pact of the Chain. Your familiar is a small, ghostly spirit resembling one of your ancestors and has the same attitude, demeanor, and appearance that they had in life. Unlike normal, your familiar uses the form and statistics of a Homunculus.

Pact of the Blade. Your weapon is covered in intricate, moving carvings that depict the greatest accomplishments and victories of your ancestors when your spirits are high, or their worst failures and most despicable acts when your morale is low.

Pact of the Tome. Your Book of Shadows is not a written tome but a series of illustrations showing the legends and stories of your family—they are meaningless to the eyes of others but reveal powerful magic to you through emotional connections with your forebears.

Table: Ancestor Expanded Spells

Spell Level

1st hunter’s mark, identify

2nd augury, detect thoughts

3rd clairvoyance, tongues

4th divination, locate creature

5th commune, legend lore

Ancestral Foresight

Beginning at 1st level when you select this patron, your ancestors reveal brief snippets of possible futures to you that sometimes coincide with the present. Roll two d20 when you complete a long rest. These are your foresight rolls. Once per turn you may choose to replace an ability check, saving throw, or attack roll with the recorded number from one of your foresight rolls. You must choose to use a foresight roll before seeing the initial roll and before any of the roll’s effects occur. You may only use an individual foresight roll once. At the end of a long rest, unused foresight rolls are lost and you roll two new d20s for your foresight rolls.

Historical Knowledge

Also at 1st level, you gain proficiency with History and advantage on Intelligence (History) checks.

Divined Dodge

Starting at 6th level, when an attacker hits you with an attack, you can use your reaction to halve the attack’s damage against you. You do not need to see the attacker or be aware of the attack.

Fixed Consciousness

Beginning at 10th level, your soul and mind become completely intertwined. You have advantage on saving throws against fear, the charmed condition, and the stunned condition. In addition, when creatures attempt to charm you their spell or effect appears to function normally (making it seem as though you have been successfully charmed).

Reveal Fate

Starting at 14th level, you can reach across the span of time to pluck the end of a creature’s mortal coil, briefly revealing a glimpse of its death in a terrifying, traumatizing vision of mortality that overloads the senses. By spending an action to touch a creature, you can show it the moment of its death. The creature makes a Wisdom saving throw against your spell save DC. If the creature has damaged you in the past 24 hours, it has disadvantage on this saving throw. On a failure, the creature takes 10d10 psychic damage as it reels from the horror of its final instant of existence and is confused for a number of rounds equal to half your proficiency bonus. On a success, the creature takes half damage and is only confused until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.

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A Mists of Akuma class archetype for Imperial Matchmaker.