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Weapon Creation Rules: Ancestral Weapons

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ANCESTRAL WEAPONS

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WEAPON CREATION RULES

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Rules for magical heirloom weapons, for use


in the world’s greatest roleplaying game.
ANCESTRAL WEAPONS

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WEAPON CREATION RULES

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By Matt Vaughan
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A Dungeon Rollers Product


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Writing: Matt Vaughan


Layout: Matt Vaughan
Editing: David Lane, James Braund.
Additional Thanks: David Lane, Matt Kelly, James Braund, Laura-Jade Kleé and Rob Tew for playtesting and writing the
amazing items found in Chapter 6. The Adventurer’s Guild of Holmsgarth for additional playtesting and to ideas discussion.
Cover Art: Fernando Gregory Milan, used under license
Internal Art: Chapter art by Kostic Dusan. Some artwork ©2019 by Samantha
Darcy. Internal vector imagery Nathanaël Roux Additional art Creator
Resource, supplied by Wizards of the Coast. All used with permission.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Contents
Introduction...............................................................................2 Ch. 3: Ancestral Traits.......................................................... 17
Overview ........................................................................................2 Ch. 4: Creating non-Ancestral Magic Weapons.................. 19
The Spirit Point system...............................................................2 Quick-Build Magic Items.........................................................19
How to use this product.............................................................. 2 Example Quick-Build Items....................................................19

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Ch. 1: Ancestral Weapons.........................................................3 Crafting Magic Items................................................................20
Who wields Ancestral Weapons ................................................3 Example Crafted Items............................................................20
Spirit Points ..................................................................................3 Ch. 5: Weapon History.......................................................... 21
Ancestral Weapons Step-by-Step.............................................. 4 History of the Weapon ............................................................21

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Buying Upgrades...........................................................................4 Physical Properties..................................................................22
Upgrades Restrictions.................................................................4 Ch. 6: Example Ancestral Weapons..................................... 23
Limited Upgrades.........................................................................5 Summaries.................................................................................23
Overwriting Upgrades .................................................................5 Griffon’s Rest..............................................................................24
Refocusing Ancestral Weapons .................................................5 Keshykiin Ilmaa.........................................................................25
Attunement.....................................................................................5 Staff of the Homing Tree.........................................................26
Ancestral Traits.............................................................................5 The Windblade..........................................................................27
App. A: Crafting Tables......................................................... 28
Ch. 2: Upgrades.........................................................................6
Upgrade List .................................................................................6

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Upgrade Descriptions..................................................................7
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ON THE COVER
The lost sword, left abandoned in a stone waiting for the rightful
heir to come and stake their claim. Illustrated by Fernando Gregory
Milan, this evocotive piece of artwork shows an abandoned
Ancestral Weapon shining in the light of a moonlit forest.
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Disclaimer: Dungeon Rollers is not responsible for angering ancestors and/or


spirits due to the actions of an individual, or individuals, wielding the here enclosed
'Ancestral Weapons'. Any demons, devils, dragons, liches, or any other monsters,
creatures, or gods damaged or destroyed due to proper wielding of these 'ancestral
weapons' are the responsibility of the adventurer, Dungeon Rollers accepts no fault.

ANCESTRAL WEAPONS
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Introduction

A
noble blade wielded in the blood wars, an
axe used to protect the great city of Mirabar
T he S pirit P oints S ystem
from orc invasions, or a powerful staff passed The ‘Spirit Points’ system represents the power imbued in
down through the aeons. Ancestral weapons, each ancestral weapon by the deeds it has wrought and the
heirlooms, are iconic within roleplaying. These power of its forebearers. By using this system, the weapon
weapons embody a character’s family, story, will level up alongside a character.
and their history. These weapons are as important to many These points are handed out based on storyline
characters as their race, class, or background, to these people progression, much as you would with other magic items.

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the opportunity to carry these items in their adventures is the This means the character does not miss out on gaining these
true reward. rewards as they progress through a story, earning spirit
Many of the legendary items within the Dungeons points is much like gaining a new magic weapon.
and Dragons universe could be classified as an ancestral Due to the flexibility of the spirit points system, this
weapon, such as the Blackstaff, wielded by the Archmage

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module also includes rules for generating standard magic
of Waterdeep. This powerful staff was originally wielded weapons for Dungeon Masters to use in their games.
by Khelben Arunsun, and has been passed down through Allowing you to quickly create anything from a simple
the ages, with seven generations now having wielded this uncommon rapier wielded by a bandit captain, to a legendary
powerful artifact. The holder of this staff becomes known greataxe wielded by the Dwarven kings of old.
by the same name as the weapon, Blackstaff, and becomes Additionally, there are rules to allow the use of spirit
master of the Blackstaff Tower. Currently wielded by Vajra points to craft magic weapons, including costs, time, and
Safahr, this weapon is as important in the history books as the usage of quest-driving unique reagents. This allows
whoever bears this powerful talisman. It is recognised by characters to forge their own thematic items through the
those near and far as a symbol of strength. cause of your campaigns.
Ancestral weapons are not simply magic items to be
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discovered in a dusty vault, gifted by a thankful being, or
wrestled from a terrible overlord. These weapons are cared
for, honored and respected, and a mark of family, friendship,
and history.
H ow to U se T his P roduct
This product can be used whenever a character has
expressed in their backstory that they have had a family
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weapon passed down. Equally, you could decide that a
character is to be gifted an ancestral weapon by a family
O verview member during the story. There are many reasons to
Ancestral weapons contains all the rules you need to bring include ancestral weaponry, and this extra level of character
these powerful items into your Dungeons and Dragons flexibility will be appreciated by the players.
games. A character with an ancestral weapon will have it The rules for upgrading allow for three separate
level up with them throughout the campaign. These weapons ways to develop an ancestral weapon. The first is for the
will develop their own unique traits and abilities to match
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player to choose their upgrades, deciding what suits their


their story and each character’s playstyle. character better. The second option is that the Dungeon
As the character performs acts that honor the memories Master decides on the upgrades, building the item on a
of the ancestors who previously wielded this weapon, it predetermined path based on its history. Thirdy, a DM may
will grow in power, unlocking upgrades that keep the item choose the options based on a character’s actions. All of
relevant through the campaign. these options are equally as effective and depends on the
There are over 130 different upgrades presented in group and players within as to which style suits you best.
this tome, everything from acting faster in the initiative This toolset is designed as a way to add another layer of
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order, to casting spells from the weapon. From dealing fun into Dungeons and Dragons. If there is an upgrade not
thunder damage when you strike an opponent to giving the contained within this module, and you think that would be
wielder the power of flight. With tens of millions of possible suitable for this game, do not be afraid to add it. If you want
combinations, these weapons can truly be shaped by your the whole party to have these weapons, do it. There is no
characters and their history. No longer will they cast aside wrong way to use this product, so don your armor, grab your
their family blade when a +1 longsword turns up in a goblin. ancestral glaive, and it’s time to write some history!

ANCESTRAL WEAPONS
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Chapter 1: Ancestral Weapons

T
he following rules allow for characters
to wield these ancestral weapons, without being S pirit P oints
tempted to throw away their historical tribal Spirit Points are the currency with which ancestral weapons
glaive for the first magical weapon that crosses are upgraded, and new abilities unlocked. Every upgrade

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their path. As the player performs deeds seen
as worthy in the eyes of their ancestors the
weapon will earn Spirit Points. These points can be assigned,
either by the DM or the player, to unlock powers within
the weapon scaling it to the relevant content and allowing
has a cost which is paid for with spirit points that have been
handed out by the DM. The higher the spirit point cost, the
stronger the ability.
A character will earn Spirit Points as they progress, at
a rate of roughly 1 per character level - though it is strongly
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recommended that these points are kept separate from
for a sense of progression. These upgrades can remain as
levelling and can be handed out in amounts varying from 1 to
the weapon grows in power, or be replaced with new more
5. A character should never have more than spirit points than
powerful abilities. their character level plus 2.
This system allows for weapons to be suited to the Spirit points are generally granted when a heroic, or a
character and the heirloom’s history, without causing an particularly evil (depending on the alignment of the character)
imbalance within the campaign. All ancestral weapons are act is performed. This could involve one of the following
magical, even when no upgrades are unlocked. Whilst not situations or similar:
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being sentient weapons, the powers are at the whim of the • A monstrous beast terrorizing the city is killed
ancestors who wielded it. A character who uses the blade in
• Revenge has been achieved, this could have a family link the
ways that would bring great shame to their family may find weapon is invested in
the powers within it cease to function. At such a time, the
• Self sacrifice
weapon would perform as a mundane weapon of the same
type, up until the ancestors deem the wielder worthy again. • Achieving great renown
When spirit points are earned a weapon will glow, pulse
Who wields Ancestral Weapons or emanate a spectral aura, indicating to the player that
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their ancestors are rewarding them for their actions. When


Any character can wield an ancestral weapon. This should the weapon receives its 20th spirit point, it also gains an
either be worked into the character’s backstory or handed additional 5 spirit points as the weapon unlocks the full
down to the character in a roleplay situation. An ancestral power of its ancestors.
weapon that is found, or taken from a corpse, would not Spirit points can be stored for future purchases, allowing
allow it s powers to be unlocked by the new bearer. Instead, a character to save up for more expensive upgrades.
an ancestral weapon held by a character not linked to The rarity of an ancestral weapon is determined by the
the weapon by blood, or who has been gifted it, acts as a number of spirit points it currently has:
mundane weapon of that type.
These rules work best when discussed with a player Spirit Points Rarity
before a campaign begins, as they are largely story driven. It 0 Common
is entirely possible for a character who wields an ancestral 1-4 Uncommon
weapon to not unlock any powers for it until later in a
campaign, on a similar timeline to other players receiving 5-9 Rare
magic weapons, or other similar upgrades. 10-15 Very Rare
16-25 Legendary

ANCESTRAL WEAPONS
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Ancestral Weapons Step-by-Step U pgrade R estrictions
This ruleset is designed to be simple, flexible, and fun to use. You can never have two upgrades with the same name. Some
The below steps show how to get started using ancestral upgrades have a level, or subtype, displayed next to their
weapons in your campaign. name. These upgrades count as having the same name for the
1. Determine who has an Ancestral Weapon. These weapons purpose of duplication, and are shown by having additional the
are not appropriate for every character. Discuss with your level or subtype information displayed in brackets in their title:
players to find out where these are best placed. A Dragon-
born barbarian from a noble tribe is more likely to wield an Proficient (level 1)
ancestral weapon than a orphan who was left on the streets 2 Spirit points
with nothing. Though that is not to say they may not discover
their true birthright in the course of the campaign! You gain proficiency in a skill of your choice.

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2. Decide on the Ancestral Weapon type. An ancestral
weapon remains with a character for the entire campaign, and Overpower (Brawler)
as such this decision is crucial. The character can pick any 2 Spirit points
item from the weapons list, even if this would not be included If the d20 roll for an attack made with this weapon is a
in their normal starting equipment. 19 or 20, you can force a creature that suffers damage

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from this weapon to make a DC 14 Strength saving throw,
3. Determine starting Spirit Points. The DM decides the in addition to any damage caused. On a failed save, it is
number of spirit points the weapon starts with. This can be knocked prone.
anywhere from 0 to Character Level +2.
4. Buy Starting Upgrades. Follow the ‘Buying Upgrades’ rules
below to determine any starting upgrades. Betraying the Ancestors
During the campaign the ancestral weapon will gain spirit Sometimes characters will perform actions that are
points, the following process should be following this occuring: disrespectful to the ancestors who wielded it. In this
situation, at the DMs discretion, it is possible that the
1. Spirit Points Gained. The DM determines the number
powers of the ancestral weapon will fail.
of spirit points earned. The total, included any previously
During this time the weapon will count as a mundane
awarded, shall not exceed Character Level +2.
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2. Buy Upgrades. Either the player or the DM decides on any
upgrades to be purchased, following the ‘Buying Upgrades’
rules below. Any previously unspent points can also be spent
in this step.
weapon of its normal type, until such a time as the
ancestor’s respect has been renewed.
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3. Store Points. Any unspent points are noted and stored for
future purchases.

B uying U pgrades
To add an upgrade to an ancestral weapon, a player must
spend the number of spirit points as displayed in its
description. A DM may choose to assign an upgrade to
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the ancestral weapon, instead of offering the player the


spirit points directly. This represents the weapon having a
predetermine path, unlocking powers it previously possessed.
Some upgrades have a requirement, such as class, ability to
cast spells, or type of weapon:

Rampaging
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3 Spirit points, melee weapon only


You have advantage on attacks with this weapon if you
began your turn over 20 foot away from the target.

In these cases, if the requirements are not met, this upgrade


may not be applied to this ancestral weapon. If already
present, such as in the case of the weapon being gifted after
being upgraded, these upgrades will have no effect.
Upgrades are grouped by ‘Tiers’, which relate to the Tiers
of play. Each Tier of upgrade are unlocked at certain levels, as
detailed in Chapter 2. A character cannot add upgrades to an
ancestral weapon unless they are of sufficient level.
You cannot remove upgrades unless you are overwriting
them, or refocusing the weapon, both of which are detailed
later in this chapter.

ANCESTRAL WEAPONS
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L imited U pgrades Per Short/Long Rest
Limited upgrades draw more power from the weapons Several upgrades have the text “per long rest”, or “per
ancestors. These upgrades have the limited tag alongside short rest”. This is used to avoid the complication of
their cost: weapons having multiple charges associated with differ-
ent upgrades. These effects can be used a set number
Flying of times, after which you must complete the type of rest
stated before you are able to use the upgrade again.
6 Spirit points, limited
You gain a flying speed equal to your movement speed.
A ttunement
Each ancestral weapon can only have 2 upgrades that are Ancestral weapons require attunement to the bearer before
limited. If you have an item with a more than 2 limited

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their abilities are usable. An ancestral weapon that is not
upgrades, and wish to use another, you must overwrite one of attuned will act as a mundane weapon of the weapon's type. A
the existing limited upgrades, following the overwriting rules character who begins a campaign with an ancestral weapon,
found below. is attuned to it immediately. In all other circumstances, the
bearer of an ancestral weapon may only attune to the weapon
O verwriting U pgrades

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if one of the following criteria is met:
Sometimes you will want to place an upgrade on an ancestral • The creature must have received the weapon as a gift from
weapon, replacing one already there. To do this, when you buy a creature attuned to the item
the upgrade, you gain spirit points towards the upgrade equal • In the case the creature attuned to this item has deceased,
to the original cost of the upgrade being overwritten. the creature must share a direct bloodline.
In addition, the new bearer must keep the weapon on their
Isabella’s family warhammer, The Heavensworn, was person for at least one month before they attempt to attune to
gifted by her grandmother. Currently the weapon has the the item in the normal manner.
‘Enhanced Weapon (Level 1)’ upgrade applied. Each time a creature attunes to an ancestral weapon, the
After gaining spirit points for downing Alarich von DM must decide whether the weapon keeps at its current
Wulmarch, she chooses to add the upgrade ‘Enhanced
Weapon (Level 2)’. She overwrites the current ability,
refunding 3 spirit points from ‘Enhanced Weapon (level
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1)’, and pays 6 spirit points for ‘Enhanced Weapon (level
2)’ - a net spend of 3 spirit points.
unlocked power level, starts at a reduced power level, or
with 0 spirit points. In each case the new bearer can earn
spirit points as normal. A character should not be gifted an
ancestral weapon with spirit points greater than their current
character level.
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An upgrade can only ever overwrite a single other upgrade A ncestor T raits
already on the weapon, you can never remove multiple other Many ancestral weapons have small, minor effects that add
abilities in order to equip a single other upgrade. character to the weapons. An ancestral item can start with
these, or unlock them as more of its gifts are earnt.
R efocusing A ncestral W eapons You can find a list of minor effects in Chapter 3: Ancestral
Sometimes players may decide they wish to have a new Traits and Personalities of this module which will act as
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effect on their ancestral weapon. It is up to the DM as to flavourful traits. The minor effects and quirks tables, found
whether they allow the upgrades to be altered. This is called on page 143 of the Dungeon Master’s Guide also provide you
refocusing the weapon. with a variety of options.
If a player wishes to refocus the weapon, it should not be If you wish to create these yourself, it is recommended
a trivial matter. The player should complete a quest, perform a that the item does not materially effect in game situations,
séance with their ancestors, or similar. and are instead designed just to add flavour to the item.
When adding ancestor traits, you should consider the
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background of the weapon. Who wielded the the weapon?


Refocusing versus Overwriting Where was it used? What foes has it vanquished? What race
Despite the similarities of overwriting and refocusing, crafted it? You can create this content yourself, or use the
they are extremely different and should be used so. tables in Chapter 3 to help you randomly develop this.
• Overwriting is used during the normal purchasing of
upgrades, replacing one upgrade at a time.
• Refocusing is used in extreme circumstances when
a character decides they are not satisfied with the
current makeup of their weapon, and wishes to make
multiple alterations. This requires the DMs approval.

ANCESTRAL WEAPONS
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Chapter 2: Upgrades T ier 2: L evel 5+ U pgrades

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his chapter describes the upgrades available for
ancestral weapons. The chapter begins with a
summary of the upgrades, sorted by minimum
Amplify (level 1)
Duelist (level 2)
Enhanced Weapon (level 2)
Guardian (level 1)
Jarring (level 2)
Mobile (level 1)
Precise (level 1)
Proficient (level 2)
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level requirement in order to equip them to an
Keen (level 1) Piercing(level 1)
item. These level requirements tie into the Tiers
of play, as described in the Player’s Handbook Magical Core (level 2) Power of the Ancestors
(page 15) . Following this you will find all the upgrades in Spell Link (level 2) Quickshot
alphabetical order, also by minimum level. Limited upgrades Spell Storing (level 3) Rampaging
are listed before any other upgrades. Stern Reckless
Barbaric Reverberation
T ier 1: L evel 1+ U pgrades Battlemage Scout
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Duelist (level 1) Hidden Blindside (level 1) Sniping


Enhanced Weapon (level 1) Hinge-Bane Bolstering Spellhunter
Infusion (level 1) Indomitable (level 1) Challenge Sprightly
Magus (level 1) Jarring (level 1) Charged Smite (level 1) Telepathic Link
Magical Core (level 1) Marksman Distracting (level 1) Transforming
Slayer (level 1) Overpower (Brawler) Divine Grace Transposed
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Spell Link (level 1) Overpower (Brutish) Divine Touch Trapped Spell


Spell Storing (level 1) Overpower (Dread) Doomerang Underhanded
Spell Storing (level 2) Overpower (Disarming) En Guard Vicious (level 1)
Bully Overpower (Hamstring) Eye of the Storm Wild Spell
Charmward Overpower (Poisonous) Guard Will of the Ancestors
Darkvision Poisonward Hunter’s Watch
Deathward Proficient (level 1)
Fearward Quick
Focus Ritualist
Giant-Bane Shadowed
Gripped Unflinching
Guiding Willing

ANCESTRAL WEAPONS
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T ier 3: L evel 10+ U pgrades
Magus (level 1)
Duelist (level 3) Elemental Resistance
5 Spirit points, limited
Enhanced Weapon (level 3) Focused
Whilst holding this weapon you have a +1 bonus to spell
Flying Hardy
attack rolls and a +1 bonus to AC.
Infusion (level 2) Indomitable (level 2)
Magical Core (level 3) Lashing
Magus (level 2) Nemesis
Magical Core (level 1)
2 Spirit points, limited
Spell Storing (level 4) Rapid Strike
Spell Link (level 3) Proficient (level 3) When you select this upgrade, choose any cantrip. You can
use an action to cast this cantrip from the weapon. You can
Blindside (level 2) Shimmering
use this ability twice per long rest. The spell attack bonus of

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Blood-drinker (level 1) Spelleater this spell is +4, and the spell save DC is 12.
Brawn Spellhunter
Charged Smite (level 2) Sustaining
Slayer (level 1)
Distracting (level 2) Tracking
5 Spirit points, limited
Elemental Manipulation Will (level 1)

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When you select this upgrade, choose an enemy type from,
beasts, fey, humanoids, monstrosities, or undead. Your
T ier 4: L evel 15+ U pgrades weapon attacks from this weapon deal 2d6 additional damage
to all creatures of this type.
Amplify (level 2) Mentor
Guardian (level 2) Mobile (level 2) Spell Link (level 1)
Magical Core (level 4) Piercing (level 2) 2 Spirit points, spellcasters only, limited
Slayer (level 2) Power Surge
You gain an additional level 1 spell slot. This spell slot is
Spell Storing (level 4) Precise (level 2) refreshed on a long rest.
Spell Link (level 4) Proficient (level 4)
Truesight
Beacon
Blood-Drinker (level 2)
Dancing
Protective
Rallying
Spectral Reach
Venomous
e Spell Storing (level 1)
2 Spirit points, limited
When you select this upgrade, choose any level 1 spell. You
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can use an action to cast this spell from the weapon. You must
Homing Will (level 2) complete a long rest before you can use this ability again.
Keen (level 2) Whirlwind The spell attack bonus of this spell is +4, and the spell save
difficulty is 12.

U pgrade D escriptions Spell Storing (level 2)


The below details the effects of each of the upgrades. They are 4 Spirit points, limited
presented in alphabetical order, with the exception of limited
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When you select this upgrade, choose any level 2 spell. You
abilities that are listed before any other upgrades. can use an action to cast this spell from the weapon. You must
complete a long rest before you can use this ability again.
T ier 1: L evel 1+ U pgrades The spell attack bonus of this spell is +4, and the spell save
difficulty is 12.
Duelist (level 1)
2 Spirit points, melee weapons only, limited Bully
1 Spirit point
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When you are hit by a melee attack you can see, you can use
your reaction to add 1 to your AC. You gain advantage on Charisma (Intimidation) checks when
the target can see you and you are holding this weapon.
Enhanced Weapon (level 1)
3 Spirit points, limited Charmward
You have a +1 bonus to attack and damage rolls made with 1 Spirit point
this weapon. You have advantage on saving throws against the charmed
condition.
Infusion (level 1)
5 Spirit points, limited Darkvision
When you select this upgrade, choose a damage type from: 3 Spirit points
acid, cold, fire, force, lightning, necrotic, poison, psychic, You have darkvision out to a range of 60 feet. If you already
radiant, and thunder. Your weapon attacks from this weapon have darkvision, increase the range by 60 feet.
deal an additional d6 damage of that type.

ANCESTRAL WEAPONS
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Deathward Marksman
1 Spirit point 3 Spirit points, ranged weapon only
You have advantage on death saving throws. This weapon does not require physical ammo, upon readying
this weapon a spectral arrow or bolt is notched that acts as
Fearward magical ammo of its normal type.
1 Spirit point
You have advantage on saving throws against the frightened
Overpower (Brawler)
condition. 2 Spirit points
If the d20 roll for an attack made with this weapon is a 19 or
Focus 20, you can force a creature that suffers damage from this

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weapon to make a DC 14 Strength saving throw, in addition to
2 Spirit points, spellcasters only
any damage caused. On a failed save, it is knocked prone.
This weapon counts as a spellcasting focus.
Overpower (Brutish)
Giant-Bane

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1 Spirit point
4 Spirit points
If the d20 roll for an attack made with this weapon is a 19
You weapon attacks deal an additional d6 damage to or 20, you can force a creature that suffers damage from this
creatures of large size or larger. weapon to make a DC 14 Strength saving throw, in addition to
any damage caused. On a failed save, it is shoved 10 feet in a
Gripped direction of your choice.
1 Spirit points
You cannot be made to drop this weapon against your will. Overpower (Dread)
2 Spirit points
Guiding
1 Spirit point e
The weapon sheds bright light in a 15-foot radius, and dim
light for an additional 15-foot. When you select this upgrade,
you choose the color of the light.
If the d20 roll for an attack made with this weapon is a 19
or 20, you can force a creature that suffers damage from this
weapon to make a DC 14 Wisdom saving throw, in addition to
any damage caused. On a failed save, it is frightened of you for
1 minute. A creature can repeat the saving throw at the end of
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each of its turns, ending the effect on it on a success.

Hidden Overpower (Disarming)


2 Spirit points
2 Spirit points
You can use an action to speak this weapon’s command word,
If the d20 roll for an attack made with this weapon is a 19
the weapon appears as an diffferent item of a similar size
or 20, you can force a creature that suffers damage from this
until you speak the command word again to end this effect.
weapon to make a DC 14 Strength saving throw, in addition to
The weapon retains all abilities during this time, and if a
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any damage caused. On a failed save, you can target one item
creature uses its action to examine the item, the creature
the creature is holding, it drops that item. If it is holding the
can determine that it is an illusion with a successful DC
item in two or more hands, it has advantage on this check.
12 Intelligence (Investigation) check. If a creature discerns
the illusion for what it is, the illusion becomes faint to the
creature. Overpower (Hamstring)
1 Spirit point
Hinge-Bane If the d20 roll for an attack made with this weapon is a 19
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1 Spirit point, melee weapons only or 20, you can force a creature that suffers damage from this
weapon to make a DC 14 Dexterity saving throw, in addition
You deal maximum damage against inanimate objects with
to any damage caused. On a failed save, its movement speed
attacks made from this weapon.
is halved until your next turn.

Indomitable (level 1) Overpower (Poisonous)


1 Spirit point
2 Spirit points
When you are reduced to 0 hit points, you can immediately
If the d20 roll for an attack made with this weapon is a 19
make an attack with this weapon before you fall unconscious.
or 20, you can force a creature that suffers damage from
this weapon to make a DC14 Constitution saving throw, in
Jarring (level 1) addition to any damage caused. On a failed save, it gains the
2 Spirit points poisoned condition. A creature can repeat the saving throw
Any enemy that suffers damage from a weapon attack made at the end of each of its turns, ending the effect on it on a
by this weapon cannot make attacks of opportunity against success.
you until the beginning of your next turn.

ANCESTRAL WEAPONS
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