Ancestral Possession

Starting at 14th level, a veritable legion of ancestral spirits protect you from danger. When a creature within 60 feet of you that you can see deals damage to you, you can use your reaction to command your ancestor spirits to possess the creature. The creature must succeed on a Charisma saving throw against your warlock spell save DC.

On a failed save, it is possessed by your ancestral spirits. The target is incapacitated and loses control of its body. Your ancestral spirits control the creature, but don’t deprive it of awareness. The spirits can’t be targeted by any attack, spell, or other effect, except ones that turn undead. The spirits otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the target drops to 0 hit points, you command the spirits to leave as a bonus action, or the spirits are turned or forced out by an effect such as the spell dispel evil and good. The possession can last for up to 10 minutes. While the creature is possessed, your ancestral spirits obey your commands. If not commanded, they will act to protect you.

Once you use this feature you cannot use it again until you finish a long rest.

  • Parameters:
  • Range: 60

  • Saving Throw Roll:
  • Saving Throw: CHA

  • Ability does NOT work against creature type:
  • Construct
  • Undead

  • Status Effect Parameters:
  • Status effect applied after FAILED save:

  • Ability:
  • Charges: 1
  • Resets: Long Rest

Attached Items
# Type Name
1 Subclass The Ancestral Spirits


To access the dice log to keep track of your rolls


To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information