Your patron is not a single entity, but rather the collective consciences of your deceased ancestors. The most common motivations for these ancestral spirits to become a patron is either: to ensure the continuation of their line; to experience the world through the warlock; or to settle an old feud.
You act as a medium for these spirits, binding yourself as much to their whims as they are bound to yours. You gain access to your ancestors extensive collective library of experiences, but ancient blood may boil with legacies of tragic events and ancient connections or conflicts.
Anestral Spirits Expanded spells
|1st||Comprehend languages, unseen servant|
|2nd||Augury, spiritual weapon|
|3rd||Speak with the dead, spiritual guardian|
|4th||Locate creature, phantasmal killer|
|5th||Animate object, legend lore|
Starting at 1st level, a breadth of the experience of your ancestors is at your disposal. After finishing a long rest, choose either Intelligence or Wisdom. you gain advantage on ability checks using the chosen attribute until you choose a different one with this feature.
Starting at 6th level, your patron protects you when you fall in battle. If you drop to 0 hit points from an attack, your patron leaves your body as a physical manifestation. For the next three rounds, anyone who strikes you open themselves up to a retaliatory strike from the protective spirits. The spirits deal damage like an eldritch blast, but the damage type is necrotic. In addition, while the spirits protect you, you have advantage on death saving throws.
Once you use this feature, your patron’s other features are disabled until you finish a short rest. You also can’t use this feature again until you finish a long rest.
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. Anyone who attempts to read your thoughts without your approval must make a Charisma saving throw against your warlock spell save DC or be stunned for 1 round by the unexpected cacophony of voices assaulting their minds.
Starting at 14th level, your patron can maintain concentration on a spell in your place. You do not lose concentration on that spell when you cast another spell that requires concentration, and the spell maintained by your patron can’t be broken as a result of taking damage. Your patron can maintain concentration like this for up to 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.