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Council of Ancestors in Dungeons & Dragons 2024 (D&D)

Wrath of the Lich King D&D 5e Campaign

Council of Ancestors

8TH DIVINATION CONCENTRATION

Casting Time: 1 action

Range/Area: Self, 60-foot radius

Components: V, S

Duration: Concentration, up to 1 minute

Description: You call upon ancestral spirits connected to you, your people, and the land around you.   Spectral figures manifest throughout the area for the duration.   At the start of each of your turns, choose one Ancestral Intervention.   You cannot choose the same intervention on consecutive turns.   Ancestral Mending   Choose up to:   three living creatures   within the area.   Each regains:   3d8 + your Wisdom modifier hit points   Ancestral Warning   Choose up to three creatures within the area.   Until the start of your next turn, each chosen creature:   Cannot be surprised.   Has advantage on its next saving throw.   Cannot have advantage against it solely because an attacker is unseen.   Ancestral Guidance   Choose up to three creatures within the area.   Until the start of your next turn, each may add:   1d6   to one:   Attack roll.   Ability check.   Saving throw.   The creature may roll the d6 after rolling the d20 but before the outcome is resolved.   Ancestral Sight   Until the start of your next turn, you and allied creatures within the area can perceive:   Invisible spirits.   Ethereal creatures.   Possessing entities.   Undead spirits not fully concealed by stronger magic.   This does not automatically reveal mundane hidden creatures.   Ancestral Resolve   Choose up to three willing creatures within the area.   Immediately end one of the following on each:   Charmed.   Frightened.   Until the start of your next turn, those creatures cannot become Charmed or Frightened again.   The ancestors are not controlled creatures and cannot be individually targeted or harmed.   Council of Ancestors ends early if you become unconscious or die.

Available For: Shaman

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