This is a Rage Power option.
Prerequisite: Ancestral Protectors (Rage Power)
- You may choose one ancestor to be your spirit guide. This ancestor is now with you even while you are not raging and can perform his abilities if you call upon them.
- While you're raging, you still roll and gain the effect of the Ancestor table. Additionally, if you roll the number of your chosen spirit guide you must reroll that die, but may roll an additional die, gaining any ancestors not yet present.
- Any effect that uses the same type of action, like a bonus action, activates all the present ancestors effects.
These ancestors are not universal and are more an example or excerpt of the possible ancestors one can call upon, depending on one's heritage. You can either ignore the name of the ancestor and call them by their epithet or change their name. You can also with your DM create new one's that fit your ancestry.
1d6 | Ancestor | ||||||
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1 | Talok, the Guardian aids you and your allies by providing supernatural protection. If you or another creature you can see within 10 meters of you takes damage, you can use your reaction to reduce that damage by 1d4 for each point of proficiency bonus you have. | ||||||
2 | Cilath, the Warden joins you in your rage, waiting to deal with your foes with the primal ferocity of nature. As a bonus action, you can command him to create one of the following effects:
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3 | Gorlokh, the Slayer brings forth his mighty axe to help you wipe away the enemies you face. The first time you hit a creature with an attack on your turn, Gorlokh makes a melee attack as well. Make a melee weapon attack with proficiency and a Strength bonus of 5 against the same creature. On a hit you deal 1d12 + 5 + your proficiency bonus force damage. | ||||||
4 | Marwac, the Hunter waits for your command, firing one of his spirit-bound arrows on a target of your choice that you can see. As a bonus action, make a ranged weapon attack with proficiency and a Dexterity bonus of 5, from a point within 10 meters of you, against a target within 50/210 meters. On a hit you deal 1d8 + 5 + your proficiency bonus force damage. | ||||||
5 | Heshaar, the Healer comes forth with restorative power. When he joins, at the start of your turn, each creature of your choice within 7 meters regains hit points equal to your proficiency bonus. As a bonus action, you can activate this effect again. | ||||||
6 | Vharn, the Herald causes the first creature you hit with an attack on your turn to become hindered. Until the start of your next turn, that target has disadvantage on any attack roll it makes, and if the target hits a creature with an attack, any attack against it has advantage. |