Ancestral Guardian

A Druid Circle whose ancestral spirits weaken a creature's attacks on anyone but the druid, reduce damage to allies and can be questioned about the lineage's past.

Identity

The Ancestral Guardian is the Druid Circle whose tether is a lineage: a clan, a crew, a colony's founding roster. Its Inner Grove is a barrow, a memorial wall or a ship's roll of honor. Guardians raise no dead and object to being called necromancers. What they call on is a habit of protection that has outlived the people who had it.

Features

  • L3 Ancestral Protectors

    The first time on each of your turns that you hit a creature with a weapon attack or damage it with a spell, spectral warriors gather around it until the start of your next turn. During that time it has disadvantage on attack rolls against anyone other than you, and any damage it deals to a creature other than you is halved.

  • L7 Spirit Shield

    As a reaction when a creature you can see within 30 feet takes damage, you can have your ancestors shield it and reduce that damage by 2d6. The reduction increases to 3d6 at 11th level and 4d6 at 15th. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

  • L11 Ancestral Counsel

    Over 10 minutes and at a place of significance to your lineage, you can put a question to the dead of your line. You receive a truthful reply limited to what any of them knew in life. The reply reflects the era it comes from and can be out of date. You can do this once per long rest.

  • L15 Vengeful Ancestors

    When a creature's damage is reduced by your Spirit Shield, the spectral warriors strike it. The creature must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to the amount by which the damage was reduced.

  • L18 Ancestral Host Capstone

    Once per long rest, as an action, you can call on all of your ancestors for 1 minute. Spectral figures fill a 30-foot radius around you and move with you. Allies inside gain a +2 bonus to AC and to saving throws. A creature hostile to you that starts its turn inside must succeed on a Wisdom saving throw against your spell save DC or be Frightened until the end of its turn. While the effect lasts, you cannot be moved against your will, and you do not fall Unconscious from dropping to 0 hit points.