Warlock: The Ancestors

Original Source: Unearthed Arcana: 2021 Mages of Strixhaven, renamed from Lorehold

Patron Spells

You learn additional spells when you reach certain levels in this class, as shown on the Ancestors Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Table: Ancestors Patron Spells
Spell LevelSpells
1stdivine favor, guiding bolt
2ndhealing spirit, spiritual weapon
3rdspirit guardians, tiny servant
4thdeath ward, summon construct
5thdestructive wave, legend lore

Ancient Companion

Starting at 1st level, you learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle. You gain the benefits of the Pact of the Chain feature. You cast it without material components, but must instead be within 10 feet of a Medium or smaller statue. Your familiar assumes the form of a spirit statue, which is the spirit of an ancestor, mentor, or other guiding figure inhabiting the statue you used to cast the spell.

When you cast find familiar, choose the type of spirit you bind to the statue with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit's appearance.

When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object (which may be damaged or destroyed).

Healer Spirit Statue

Medium Construct, Any Alignment

Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)9 (-1)15 (+2)14 (+2)14 (+2)11 (+0)

Saving Throws Con +4, Int +4, Wis +4
Skills Medicine +6, Religion +6, Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion
Senses: passive Perception 14
Languages any languages it knew in life

Traits

Ancient Fortitude. If damage reduces the spirit statue to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.

Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 3 (1d6) radiant damage.

Actions

Spirit Blast. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 1d8 + 4 radiant damage.

Healer's Light. The spirit statue chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + 4 temporary hit points. Any of these temporary hit points last until it uses this ability again.

Sage Spirit Statue

Medium Construct, Any Alignment

Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)9 (-1)15 (+2)14 (+2)14 (+2)11 (+0)

Saving Throws Con +4, Int +4, Wis +4
Skills Arcana +6, History +6, Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion
Senses passive Perception 14
Languages any languages it knew in life

Traits

Ancient Fortitude. If damage reduces the spirit statue to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.

Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 3 (1d6) radiant damage.

Actions

Spirit Blast. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 1d8 + 4 radiant damage.

Sage's Counsel. The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4 and add the number rolled to one Intelligence or Wisdom ability check of its choice, immediately after rolling the d20.

Warrior Spirit Statue

Medium Construct, Any Alignment

Armor Class 16 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)9 (-1)15 (+2)14 (+2)14 (+2)11 (+0)

Saving Throws Con +4, Int +4, Wis +4
Skills Athletics +6, History +6, Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion
Senses passive Perception 14
Languages any languages it knew in life

Traits

Ancient Fortitude. If damage reduces the spirit statue to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.

Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 3 (1d6) radiant damage.

Actions

Spirit Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 4 bludgeoning damage.

Reactions

Warrior's Protection. When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.


Predecesor's Gift

At 1st level, you learn to speak, read, and write a language of your choice, and you learn two of the following cantrips: guidance, mending, sacred flame, thaumaturgy, word of radiance. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Ancestral Transposition

At 6th level, you gain the ability to swap places with your spirit statue. If your spirit statue familiar is within 60 feet of you, you or it can use its action to magically teleport, swapping places with each other. If your destination space is too small for you to occupy, the teleportation fails and is wasted.

Once you teleport this way, you can't do so again until you finish a long rest, unless you spend 3 mana to do it again.

Lessons of the Past

As in Unearthed Arcana: 2021 Mages of Strixhaven

War Echoes

As in Unearthed Arcana: 2021 Mages of Strixhaven with the second paragraph changed to the following:

You can use this reaction multiple times, but once creatures have taken vulnerable damage from this ability a number of times equal to your proficiency bonus, they cannot do so again until you finish a long rest.

History's Whims

As in Unearthed Arcana: 2021 Mages of Strixhaven with the bonus uses now costing 6 mana and the first paragraph changed to the following:

Through steeping yourself in the chaotic whims of history, you learn how to briefly channel the wild nature of time itself. As a bonus action, you can enter chronal trance by channeling the power of your patron. When you enter this trance, and at the start of each of your subsequent turns while in this state, you gain one of the following benefits of your choice: