Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Ancestral Protectors (Rage Power)

From Kronopolis and the Flat Plane
Revision as of 14:52, 21 June 2025 by Wioum (talk | contribs)

This is a Rage Power option.


Prerequisite: Ancestral Consultation (Rage Power).

  • While you're raging, at the start of your turn roll on the Ancestor table to determine what ancestor joins you in the fight.

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
1 Talok, the Guardian aids you and your allies by providing supernatural protection. If you or another creature you can see within 30 feet 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:
  • Forked Lightning. Three creatures of your choice within 20 meters must make a contested Dexterity(Acrobatics) check against a DL of 13 + your proficiency bonus, taking 1d4 lightning damage per point of proficiency bonus on a failure, or half as much damage on a success.
  • Landslide. Choose a point within 10 meters. Each creature other than you within a 3 meter radius of that point must make a contested Dexterity(Acrobatics) roll against a DL of 13 + your proficiency bonus. On a failure, a creature takes bludgeoning damage equal to your proficiency bonus, is knocked prone and is pushed 3 meters in one direction (same for all creatures within the area). If the ground in that area is loose earth or stone, it becomes difficult terrain.
  • Jet Whip. Choose a target within 10 meters that must make a contested Dexterity(Acrobatics) check against a DL of 13 + your proficiency bonus. On a failure, the creature takes bludgeoning damage equal to your proficiency bonus, is knocked prone and is pulled 5 meters towards you.
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
6