TEXT:  
  ANCESTRAL WEAPONS
  Rules for magical heirloom weapons, for use 
  in the world’s greatest roleplaying game.
  WEAPON CREATION RULES
  
  By Matt Vaughan
  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 
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  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.
  A Dungeon Rollers Product
  ANCESTRAL WEAPONS
  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.
  WEAPON CREATION RULES
  
  ANCESTRAL WEAPONS
  1
  Ch. 3: Ancestral Traits ......................................................... 17 
  Ch. 4: Creating non-Ancestral Magic Weapons ................. 19
  Quick-Build Magic Items ........................................................19
  Example Quick-Build Items ...................................................19
  Crafting Magic Items ...............................................................20
  Example Crafted Items ...........................................................20 
  Ch. 5: Weapon History ......................................................... 21
  History of the Weapon  ...........................................................21
  Physical Properties .................................................................22 
  Ch. 6: Example Ancestral Weapons .................................... 23
  Summaries ................................................................................23
  Griffon’s Rest .............................................................................24
  Keshykiin Ilmaa ........................................................................25
  Staff of the Homing Tree ........................................................26
  The Windblade .........................................................................27 
  App. A: Crafting Tables ........................................................ 28
  Introduction ..............................................................................2
  Overview  .......................................................................................2
  The Spirit Point system ..............................................................2
  How to use this product ............................................................. 2
  Ch. 1: Ancestral Weapons ........................................................3
  Who wields Ancestral Weapons  ...............................................3
  Spirit Points  .................................................................................3
  Ancestral Weapons Step-by-Step ............................................. 4
  Buying Upgrades ..........................................................................4
  Upgrades Restrictions ................................................................4
  Limited Upgrades ........................................................................5
  Overwriting Upgrades  ................................................................5
  Refocusing Ancestral Weapons  ................................................5
  Attunement ....................................................................................5 
  Ancestral Traits ............................................................................5
  Ch. 2: Upgrades ........................................................................6
  Upgrade List  ................................................................................6
  Upgrade Descriptions .................................................................7
  Contents
  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.
  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
  2
  A 
  noble blade wielded in the blood wars, an 
  axe used to protect the great city of Mirabar 
  from orc invasions, or a powerful staff passed 
  down through the aeons. Ancestral weapons, 
  heirlooms, are iconic within roleplaying. These 
  weapons embody a character’s family, story, 
  and their history. These weapons are as important to many 
  characters as their race, class, or background, to these people 
  the opportunity to carry these items in their adventures is the 
  true reward.
   
  Many of the legendary items within the Dungeons 
  and Dragons universe could be classified as an ancestral 
  weapon, such as the Blackstaff, wielded by the Archmage 
  of Waterdeep. This powerful staff was originally wielded 
  by Khelben Arunsun, and has been passed down through 
  the ages, with seven generations now having wielded this 
  powerful artifact. The holder of this staff becomes known 
  by the same name as the weapon, Blackstaff, and becomes 
  master of the Blackstaff Tower. Currently wielded by Vajra 
  Safahr, this weapon is as important in the history books as 
  whoever bears this powerful talisman. It is recognised by 
  those near and far as a symbol of strength.
   
  Ancestral weapons are not simply magic items to be 
  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.
  Overview
  Ancestral weapons contains all the rules you need to bring 
  these powerful items into your Dungeons and Dragons 
  games. A character with an ancestral weapon will have it 
  level up with them throughout the campaign. These weapons 
  will develop their own unique traits and abilities to match 
  their story and each character’s playstyle.
   
  As the character performs acts that honor the memories 
  of the ancestors who previously wielded this weapon, it 
  will grow in power, unlocking upgrades that keep the item 
  relevant through the campaign.
   
  There are over 130 different upgrades presented in 
  this tome, everything from acting faster in the initiative 
  order, to casting spells from the weapon. From dealing 
  thunder damage when you strike an opponent to giving the 
  wielder the power of flight. With tens of millions of possible 
  combinations, these weapons can truly be shaped by your 
  characters and their history. No longer will they cast aside 
  their family blade when a +1 longsword turns up in a goblin.
  The SpiriT pOinTS SySTem
  The ‘Spirit Points’ system represents the power imbued in 
  each ancestral weapon by the deeds it has wrought and the 
  power of its forebearers. By using this system, the weapon 
  will level up alongside a character. 
   
  These points are handed out based on storyline 
  progression, much as you would with other magic items. 
  This means the character does not miss out on gaining these 
  rewards as they progress through a story, earning spirit 
  points is much like gaining a new magic weapon.
   
  Due to the flexibility of the spirit points system, this 
  module also includes rules for generating standard magic 
  weapons for Dungeon Masters to use in their games. 
  Allowing you to quickly create anything from a simple 
  uncommon rapier wielded by a bandit captain, to a legendary 
  greataxe wielded by the Dwarven kings of old.
   
  Additionally, there are rules to allow the use of spirit 
  points to craft magic weapons, including costs, time, and 
  the usage of quest-driving unique reagents. This allows 
  characters to forge their own thematic items through the 
  cause of your campaigns.
  hOw TO USe ThiS prOdUcT
  This product can be used whenever a character has 
  expressed in their backstory that they have had a family 
  weapon passed down. Equally, you could decide that a 
  character is to be gifted an ancestral weapon by a family 
  member during the story. There are many reasons to 
  include ancestral weaponry, and this extra level of character 
  flexibility will be appreciated by the players.
   
  The rules for upgrading allow for three separate 
  ways to develop an ancestral weapon. The first is for the 
  player to choose their upgrades, deciding what suits their 
  character better. The second option is that the Dungeon 
  Master decides on the upgrades, building the item on a 
  predetermined path based on its history. Thirdy, a DM may 
  choose the options based on a character’s actions. All of 
  these options are equally as effective and depends on the 
  group and players within as to which style suits you best.
   
  This toolset is designed as a way to add another layer of 
  fun into Dungeons and Dragons. If there is an upgrade not 
  contained within this module, and you think that would be 
  suitable for this game, do not be afraid to add it. If you want 
  the whole party to have these weapons, do it. There is no 
  wrong way to use this product, so don your armor, grab your 
  ancestral glaive, and it’s time to write some history!
  Introduction
  
  ANCESTRAL WEAPONS
  3
  T
  he following rules allow for characters 
  to wield these ancestral weapons, without being 
  tempted to throw away their historical tribal 
  glaive for the first magical weapon that crosses 
  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 
  for a sense of progression. These upgrades can remain as 
  the weapon grows in power, or be replaced with new more 
  powerful abilities. 
   
  This system allows for weapons to be suited to the 
  character and the heirloom’s history, without causing an 
  imbalance within the campaign. All ancestral weapons are 
  magical, even when no upgrades are unlocked. Whilst not 
  being sentient weapons, the powers are at the whim of the 
  ancestors who wielded it. A character who uses the blade in 
  ways that would bring great shame to their family may find 
  the powers within it cease to function. At such a time, the 
  weapon would perform as a mundane weapon of the same 
  type, up until the ancestors deem the wielder worthy again.
  Who Wields AncestrAl WeApons
  Any character can wield an ancestral weapon. This should 
  either be worked into the character’s backstory or handed 
  down to the character in a roleplay situation. An ancestral 
  weapon that is found, or taken from a corpse, would not 
  allow it s powers to be unlocked by the new bearer. Instead, 
  an ancestral weapon held by a character not linked to 
  the weapon by blood, or who has been gifted it, acts as a 
  mundane weapon of that type.
   
  These rules work best when discussed with a player 
  before a campaign begins, as they are largely story driven. It 
  is entirely possible for a character who wields an ancestral 
  weapon to not unlock any powers for it until later in a 
  campaign, on a similar timeline to other players receiving  
   magic weapons, or other similar upgrades.
  spirit points
  Spirit Points are the currency with which ancestral weapons 
  are upgraded, and new abilities unlocked. Every upgrade 
  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 
  recommended that these points are kept separate from 
  levelling and can be handed out in amounts varying from 1 to 
  5. A character should never have more than spirit points than 
  their character level plus 2.
   
  Spirit points are generally granted when a heroic, or a 
  particularly evil (depending on the alignment of the character) 
  act is performed. This could involve one of the following 
  situations or similar:
  • A monstrous beast terrorizing the city is killed
  • Revenge has been achieved, this could have a family link the 
  weapon is invested in
  • Self sacrifice
  • Achieving great renown  
  When spirit points are earned a weapon will glow, pulse 
  or emanate a spectral aura, indicating to the player that 
  their ancestors are rewarding them for their actions. When 
  the weapon receives its 20th spirit point, it also gains an 
  additional 5 spirit points as the weapon unlocks the full 
  power of its ancestors.
   
  Spirit points can be stored for future purchases, allowing 
  a character to save up for more expensive upgrades.
  The rarity of an ancestral weapon is determined by the 
  number of spirit points it currently has:
  Spirit Points
  Rarity
  0
  Common
  1-4
  Uncommon
  5-9
  Rare
  10-15
  Very Rare
  16-25
  Legendary
  Chapter 1: Ancestral Weapons
  
  ANCESTRAL WEAPONS
  4
  UpgrAde restrictions
  You can never have two upgrades with the same name. Some 
  upgrades have a level, or subtype, displayed next to their 
  name. These upgrades count as having the same name for the 
  purpose of duplication, and are shown by having additional the 
  level or subtype information displayed in brackets in their title:
  proficient (level 1)
  2 Spirit points
  You gain proficiency in a skill of your choice.
  overpoWer (BrAWler)
  2 Spirit points
  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 Strength saving throw, 
  in addition to any damage caused. On a failed save, it is 
  knocked prone.
  AncestrAl WeApons step-By-step
  This ruleset is designed to be simple, flexible, and fun to use. 
  The below steps show how to get started using ancestral 
  weapons in your campaign. 
  1. Determine who has an Ancestral Weapon. These weapons 
  are not appropriate for every character. Discuss with your 
  players to find out where these are best placed. A Dragon-
  born barbarian from a noble tribe is more likely to wield an 
  ancestral weapon than a orphan who was left on the streets 
  with nothing. Though that is not to say they may not discover 
  their true birthright in the course of the campaign!
  2. Decide on the Ancestral Weapon type. An ancestral 
  weapon remains with a character for the entire campaign, and 
  as such this decision is crucial. The character can pick any 
  item from the weapons list, even if this would not be included 
  in their normal starting equipment.
  3. Determine starting Spirit Points. The DM decides the 
  number of spirit points the weapon starts with. This can be 
  anywhere from 0 to Character Level +2.
  4. Buy Starting Upgrades. Follow the ‘Buying Upgrades’ rules 
  below to determine any starting upgrades.
  During the campaign the ancestral weapon will gain spirit 
  points, the following process should be following this occuring:
  1. Spirit Points Gained. The DM determines the number 
  of spirit points earned. The total, included any previously 
  awarded, shall not exceed Character Level +2.
  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.
  3. Store Points. Any unspent points are noted and stored for 
  future purchases.
  BUying UpgrAdes
  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 
  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
  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.
  Betraying the Ancestors
  Sometimes characters will perform actions that are 
  disrespectful to the ancestors who wielded it. In this 
  situation, at the DMs discretion, it is possible that the 
  powers of the ancestral weapon will fail.
  During this time the weapon will count as a mundane 
  weapon of its normal type, until such a time as the 
  ancestor’s respect has been renewed.
  
  ANCESTRAL WEAPONS
  5
  Per Short/Long Rest
  Several upgrades have the text “per long rest”, or “per 
  short rest”. This is used to avoid the complication of 
  weapons having multiple charges associated with differ-
  ent upgrades.  These effects can be used a set number 
  of times, after which you must complete the type of rest 
  stated before you are able to use the upgrade again.
  limited UpgrAdes
  Limited upgrades draw more power from the weapons  
  ancestors. These upgrades have the limited tag alongside 
  their cost:
  flying
  6 Spirit points, limited
  You gain a flying speed equal to your movement speed.
  Each ancestral weapon can only have 2 upgrades that are 
  limited. If you have an item with a more than 2 limited 
  upgrades, and wish to use another, you must overwrite one of 
  the existing limited upgrades, following the overwriting rules 
  found below.
  overWriting UpgrAdes
  Sometimes you will want to place an upgrade on an ancestral 
  weapon, replacing one already there. To do this, when you buy 
  the upgrade, you gain spirit points towards the upgrade equal 
  to the original cost of the upgrade being overwritten.
  Isabella’s family warhammer, The Heavensworn, was 
  gifted by her grandmother. Currently the weapon has the 
  ‘Enhanced Weapon (Level 1)’ upgrade applied. 
        After gaining spirit points for downing Alarich von 
  Wulmarch, she chooses to add the upgrade ‘Enhanced 
  Weapon (Level 2)’. She overwrites the current ability, 
  refunding 3 spirit points from ‘Enhanced Weapon (level 
  1)’, and pays 6 spirit points for ‘Enhanced Weapon (level 
  2)’ - a net spend of 3 spirit points.
  An upgrade can only ever overwrite a single other upgrade 
  already on the weapon, you can never remove multiple other 
  abilities in order to equip a single other upgrade.
  refocUsing AncestrAl WeApons
  Sometimes players may decide they wish to have a new 
  effect on their ancestral weapon. It is up to the DM as to 
  whether they allow the upgrades to be altered. This is called 
  refocusing the weapon.
   
  If a player wishes to refocus the weapon, it should not be 
  a trivial matter. The player should complete a quest, perform a 
  séance with their ancestors, or similar.
  AttUnement
  Ancestral weapons require attunement to the bearer before 
  their abilities are usable. An ancestral weapon that is not 
  attuned will act as a mundane weapon of the weapon's type. A 
  character who begins a campaign with an ancestral weapon, 
  is attuned to it immediately. In all other circumstances, the 
  bearer of an ancestral weapon may only attune to the weapon 
  if one of the following criteria is met:
  • The creature must have received the weapon as a gift from 
  a creature attuned to the item
  • In the case the creature attuned to this item has deceased, 
  the creature must share a direct bloodline. 
  In addition, the new bearer must keep the weapon on their 
  person for at least one month before they attempt to attune to 
  the item in the normal manner.
   
  Each time a creature attunes to an ancestral weapon, the 
  DM must decide whether the weapon keeps at its current 
  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.
  Ancestor trAits
  Many ancestral weapons have small, minor effects that add 
  character to the weapons. An ancestral item can start with 
  these, or unlock them as more of its gifts are earnt. 
  You can find a list of minor effects in Chapter 3: Ancestral 
  Traits and Personalities of this module which will act as 
  flavourful traits. The minor effects and quirks tables, found 
  on page 143 of the Dungeon Master’s Guide also provide you 
  with a variety of options.
   
  If you wish to create these yourself, it is recommended 
  that the item does not materially effect in game situations, 
  and are instead designed just to add flavour to the item.
   
  When adding ancestor traits, you should consider the 
  background of the weapon.  Who wielded the the weapon? 
  Where was it used? What foes has it vanquished? What race 
  crafted it? You can create this content yourself, or use the 
  tables in Chapter 3 to help you randomly develop this.
  Refocusing versus Overwriting
  Despite the similarities of overwriting and refocusing, 
  they are extremely different and should be used so. 
  • 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
  6
  T
  his chapter describes the upgrades available for 
  ancestral weapons. The chapter begins with a 
  summary of the upgrades, sorted by minimum 
  level requirement in order to equip them to an 
  item. These level requirements tie into the Tiers 
  of play, as described in the Player’s Handbook 
  (page 15) . Following this you will find all the upgrades in 
  alphabetical order, also by minimum level. Limited upgrades 
  are listed before any other upgrades.
  Chapter 2: Upgrades
  Duelist (level 1)
  Enhanced Weapon (level 1)
  Infusion (level 1)
  Magus (level 1)
  Magical Core (level 1)
  Slayer (level 1)
  Spell Link (level 1)
  Spell Storing (level 1)
  Spell Storing (level 2)
  Bully
  Charmward
  Darkvision
  Deathward
  Fearward
  Focus
  Giant-Bane
  Gripped
  Guiding
  Hidden
  Hinge-Bane
  Indomitable (level 1)
  Jarring (level 1)
  Marksman
  Overpower (Brawler)
  Overpower (Brutish)
  Overpower (Dread)
  Overpower (Disarming)
  Overpower (Hamstring)
  Overpower (Poisonous)
  Poisonward
  Proficient (level 1)
  Quick
  Ritualist
  Shadowed
  Unflinching
  Willing
  Tier 1: LeveL 1+ UpgradeS
  Tier 2: LeveL 5+ UpgradeS
  Amplify (level 1)
  Duelist (level 2)
  Enhanced Weapon (level 2)
  Guardian (level 1)
  Keen (level 1)
  Magical Core (level 2)
  Spell Link (level 2)
  Spell Storing (level 3)
  Stern
  Barbaric
  Battlemage
  Blindside (level 1)
  Bolstering 
  Challenge
  Charged Smite (level 1)
  Distracting (level 1)
  Divine Grace
  Divine Touch
  Doomerang
  En Guard
  Eye of the Storm
  Guard
  Hunter’s Watch
  Jarring (level 2)
  Mobile (level 1)
  Precise (level 1)
  Proficient (level 2)
  Piercing(level 1)
  Power of the Ancestors
  Quickshot
  Rampaging
  Reckless
  Reverberation
  Scout
  Sniping
  Spellhunter
  Sprightly
  Telepathic Link
  Transforming
  Transposed
  Trapped Spell
  Underhanded
  Vicious (level 1)
  Wild Spell
  Will of the Ancestors
  
  ANCESTRAL WEAPONS
  7
  Amplify (level 2)
  Guardian (level 2)
  Magical Core (level 4)
  Slayer (level 2)
  Spell Storing (level 4)
  Spell Link (level 4)
  Truesight
  Beacon
  Blood-Drinker (level 2)
  Dancing
  Homing
  Keen (level 2)
  Mentor
  Mobile (level 2)
  Piercing (level 2)
  Power Surge
  Precise (level 2)
  Proficient (level 4)
  Protective
  Rallying
  Spectral Reach
  Venomous
  Will (level 2)
  Whirlwind
  Tier 4: LeveL 15+ UpgradeS
  UpgrAde descriptions
  The below details the effects of each of the upgrades. They are 
  presented in alphabetical order, with the exception of limited 
  abilities that are listed before any other upgrades.
  Tier 1: LeveL 1+ UpgradeS
  dUelist (level 1)
  2 Spirit points, melee weapons only, limited
  When you are hit by a melee attack you can see, you can use 
  your reaction to add 1 to your AC.
  enhAnced WeApon (level 1)
  3 Spirit points, limited
  You have a +1 bonus to attack and damage rolls made with 
  this weapon.
  infUsion (level 1)
  5 Spirit points, limited
  When you select this upgrade, choose a damage type from: 
  acid, cold, fire, force, lightning, necrotic, poison, psychic, 
  radiant, and thunder. Your weapon attacks from this weapon 
  deal an additional d6 damage of that type.
  mAgUs (level 1)
  5 Spirit points, limited
  Whilst holding this weapon you have a +1  bonus to spell 
  attack rolls and a +1 bonus to AC.
  mAgicAl core (level 1)
  2 Spirit points, limited
  When you select this upgrade, choose any cantrip. You can 
  use an action to cast this cantrip from the weapon. You can 
  use this ability twice per long rest. The spell attack bonus of 
  this spell is +4, and the spell save DC is 12.
  slAyer (level 1)
  5 Spirit points, limited
  When you select this upgrade, choose an enemy type from, 
  beasts, fey, humanoids, monstrosities, or undead. Your 
  weapon attacks from this weapon deal 2d6 additional damage 
  to all creatures of this type.
  spell link (level 1)
  2 Spirit points, spellcasters only, limited
  You gain an additional level 1 spell slot. This spell slot is 
  refreshed on a long rest.
  spell storing (level 1)
  2 Spirit points, limited
  When you select this upgrade, choose any level 1 spell. You 
  can use an action to cast this spell from the weapon. You must 
  complete a long rest before you can use this ability again. 
  The spell attack bonus of this spell is +4, and the spell save 
  difficulty is 12.
  spell storing (level 2)
  4 Spirit points, limited
  When you select this upgrade, choose any level 2 spell. You 
  can use an action to cast this spell from the weapon. You must 
  complete a long rest before you can use this ability again. 
  The spell attack bonus of this spell is +4, and the spell save 
  difficulty is 12.
  BUlly
  1 Spirit point
  You gain advantage on Charisma (Intimidation) checks when 
  the target can see you and you are holding this weapon.
  chArmWArd
  1 Spirit point
  You have advantage on saving throws against the charmed 
  condition.
  dArkvision
  3 Spirit points
  You have darkvision out to a range of 60 feet. If you already 
  have darkvision, increase the range by 60 feet.
  Tier 3: LeveL 10+ UpgradeS
  Duelist (level 3)
  Enhanced Weapon (level 3)
  Flying
  Infusion (level 2)
  Magical Core (level 3)
  Magus (level 2)
  Spell Storing (level 4)
  Spell Link (level 3)
  Blindside (level 2)
  Blood-drinker (level 1)
  Brawn
  Charged Smite (level 2)
  Distracting (level 2)
  Elemental Manipulation
  Elemental Resistance
  Focused
  Hardy
  Indomitable (level 2)
  Lashing
  Nemesis
  Rapid Strike
  Proficient (level 3)
  Shimmering
  Spelleater
  Spellhunter
  Sustaining
  Tracking
  Will (level 1)
  
  ANCESTRAL WEAPONS
  8
  deAthWArd
  1 Spirit point
  You have advantage on death saving throws.
  feArWArd
  1 Spirit point
  You have advantage on saving throws against the frightened 
  condition.
  focUs
  2 Spirit points, spellcasters only
  This weapon counts as a spellcasting focus.
  giAnt-BAne
  4 Spirit points
  You weapon attacks deal an additional d6 damage to 
  creatures of large size or larger.
  gripped
  1 Spirit points
  You cannot be made to drop this weapon against your will.
  gUiding
  1 Spirit point
  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.
  hidden
  2 Spirit points
  You can use an action to speak this weapon’s command word, 
  the weapon appears as an diffferent item of a similar size 
  until you speak the command word again to end this effect. 
  The weapon retains all abilities during this time, and if a 
  creature uses its action to examine the item, the creature 
  can determine that it is an illusion with a successful DC 
  12 Intelligence (Investigation) check. If a creature discerns 
  the illusion for what it is, the illusion becomes faint to the 
  creature.
  hinge-BAne
  1 Spirit point, melee weapons only
  You deal maximum damage against inanimate objects with 
  attacks made from this weapon.
  indomitABle (level 1)
  1 Spirit point
  When you are reduced to 0 hit points, you can immediately 
  make an attack with this weapon before you fall unconscious.
  JArring (level 1)
  2 Spirit points
  Any enemy that suffers damage from a weapon attack made 
  by this weapon cannot make attacks of opportunity against 
  you until the beginning of your next turn.
  mArksmAn
  3 Spirit points, ranged weapon only
  This weapon does not require physical ammo, upon readying 
  this weapon a spectral arrow or bolt is notched that acts as 
  magical ammo of its normal type. 
  overpoWer (BrAWler)
  2 Spirit points
  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 Strength saving throw, in addition to 
  any damage caused. On a failed save, it is knocked prone.
  overpoWer (BrUtish)
  1 Spirit point
  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 Strength saving throw, in addition to 
  any damage caused. On a failed save, it is shoved 10 feet in a 
  direction of your choice.
  overpoWer (dreAd)
  2 Spirit points
  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 
  each of its turns, ending the effect on it on a success.
  overpoWer (disArming)
  2 Spirit points
  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 Strength saving throw, in addition to 
  any damage caused. On a failed save, you can target one item 
  the creature is holding, it drops that item. If it is holding the 
  item in two or more hands, it has advantage on this check.
  overpoWer (hAmstring)
  1 Spirit point
  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 Dexterity saving throw, in addition 
  to any damage caused. On a failed save, its movement speed 
  is halved until your next turn.
  overpoWer (poisonoUs)
  2 Spirit points
  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 DC14 Constitution saving throw, in 
  addition to any damage caused. On a failed save, it gains the 
  poisoned condition. A creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on it on a 
  success.
  
  ANCESTRAL WEAPONS
  9
  Willing
  1 Spirit point
  You can add 1d4 to a skill check, you may use this ability after 
  rolling the check, but before you know if it was successful. 
  You must declare you are using this feature before you make 
  the roll, and you must complete a long rest before you can use 
  this ability again.
  Tier 2: LeveL 5+ UpgradeS
  Amplify (level 1)
  5 Spirit points, limited
  You gain +1 to an ability score of your choice, to a maximum 
  of 20.
  dUelist (level 2)
  4 Spirit points, melee weapons only, limited
  When you are hit by a melee attack you can see, you can use 
  your reaction to add 2 to your AC.
  enhAnced WeApon (level 2)
  6 Spirit points, limited
  You have a +2 bonus to attack and damage rolls made with 
  this weapon.
  poisonWArd
  1 Spirit point
  You have advantage on saving throws against the poisoned 
  condition.
  proficient (level 1)
  2 Spirit points
  You gain proficiency in a skill of your choice.
  QUick
  1 Spirit point
  You have advantage on initiative rolls.
  ritUAlist
  1 Spirit point
  The time to ritual cast spells is halved whilst this weapon is in 
  your possession.
  shAdoWed
  1 Spirit point
  When in cover, you count the cover as being one degree 
  higher than it is, for example ½ cover counts as ¾ cover.
  Unflinching
  1 Spirit point
  Being within 5 feet of a hostile creature doesn’t impose 
  disadvantage on your ranged attack rolls.
  Terminalus 
  Longsword with Enhanced 
  Weapon (level 2), blood-
  drinker, keen, , and vicious.
  Grudgetaker
  Warhammer with Enhanced 
  Weapon (level 1), Nemesis,  
  overpower (dread), and Tracking.
  
  ANCESTRAL WEAPONS
  10
  gUArdiAn (level 1)
  4 Spirit points, limited
  You gain proficiency in a saving throw of your choice.
  keen (level 1)
  4 Spirit points, limited
  The weapon causes a critical hit when the d20 roll for an 
  attack made with this weapon is a 19 or 20.
  mAgicAl core (level 2)
  4 Spirit points, limited
  When you select this upgrade, choose any cantrip. You can 
  use an action to cast this cantrip from the weapon. You can 
  use this ability at will. The spell attack bonus of this spell is 
  +4, and the spell save DC is 14.
  spell link (level 2)
  4 Spirit points, spellcasters only, limited
  You gain an additional level 2 spell slot. This spell slot is 
  refreshed on a long rest.
  spell storing (level 3)
  6 Spirit points, limited
  When you select this upgrade, choose any level 3 spell. You 
  can use an action to cast this spell from the weapon. You must 
  complete a long rest before you can use this ability again. 
  The spell attack bonus of this spell is +6, and the spell save 
  difficulty is 14.
  stern
  4 Spirit points, requires a weapon with the heavy trait, limited
  At the beginning of your turn, you can declare you are using 
  this ability. Until the beginning of your next turn, you gain a +2 
  bonus to your AC, and your movement speed is reduced to 0. 
  You cannot take any reactions whilst this ability is in effect.
  BArBAric
  2 Spirit points
  When you reduce a creature to 0 hit points with this weapon, 
  you gain advantage on your next attack.
  Fire & Ice 
  Greataxe with Elemental 
  Attunement (Fire), Overpowered 
  (Ice), and Spell Storing (Level 
  1 - absorb elements)
  The Sunstaff 
  Quarterstaff with Magus (level 
  1), Bully, Guiding, and Spell 
  Storing (level 3 - daylight)
  
  ANCESTRAL WEAPONS
  11
  BAttlemAge
  4 Spirit points, spellcasters only
  When you cast a spell, you can use your bonus action to make 
  an attack with this weapon.
  Blindside (level 1)
  4 Spirit points, rogues only
  You increase the damage of your sneak attacks made by this 
  weapon by d6.
  Bolstering 
  2 Spirit points
  When you are the target of a spell that causes you to regain 
  hit points, you regain additional hit points equal to your 
  Constitution modifier.
  chAllenge
  4 Spirit points, barbarians only
  When you use the reckless attack feature nominate one 
  creature you can see, that creature does not gain advantage 
  against you from that feature until the start of your next turn.
  chArged smite (level 1)
  2 Spirit points, paladins only
  When you deal damage with the divine smite feature, you deal 
  an additional d8 radiant damage.
  distrActing (level 1)
  2 Spirit points, ranged weapons only
  You can use an action to make an attack with this weapon, 
  after you do so you can move up to half your speed. This 
  movement doesn’t provoke opportunity attacks.
  divine grAce
  2 Spirit points, clerics only
  You can spend 10 minutes concentrating on this weapon to 
  commune with your deity. Over the next 24 hours you can 
  reroll any one dice of your choosing, though you must take 
  the second result. After you have used this reroll, you must 
  complete a short or long rest before you can commune with 
  your deity again to gain this benefit.
  divine toUch
  4 Spirit points, clerics, druids, or paladins only
  The first time each turn you deal melee damage with this 
  weapon, an ally within 5 foot regains d4 hit points.
  doomerAng
  3 Spirit points
  The weapon gains the thrown trait. When used this way it flies 
  back to your hand at the end of your turn via the most direct 
  route. Any creature in its path must make DC 10 Dexterity 
  saving throw, suffering d6 damage of the weapon’s type on a 
  failed save.
  en gUArd
  3 Spirit points, fighters only
  When you or an ally within 5ft is the target of an attack you can 
  see, you can use your reaction for one of the following benefits:
  • +5 bonus AC to the target for the duration of the attack.
  • After the attack you may move up to your speed. This 
  movement doesn’t provoke opportunity attacks
  • Make a melee weapon attack against the attacking creature.
  • Gain advantage against the attacking creature until the end 
  of your next turn. 
  You must complete a short or long rest before you can use this 
  ability again.
  eye of the storm
  5 Spirit points, monks only
  You can use an action to restore ki points equal to half your 
  monk level, rounded down. You must complete a long rest 
  before you can use this ability again.
  gUArd
  4 Spirit points, melee weapon only
  You can use your reaction to impose disadvantage on a 
  weapon attack you can see that is targeting an ally within 5ft.
  hUnter’s WAtch
  3 Spirit points, rangers only
  You may use your reaction to make an attack of opportunity 
  against a creature moving within 30 feet of you. A creature 
  hit by this attack must make a DC 14 Dexterity saving throw, 
  in addition to any damage caused. On a failed save, its 
  movement is reduced to 0. You must complete a short or long 
  rest before you can use this ability again.
  JArring (level 2)
  4 Spirit points
  Any enemy that you make a weapon attack against with this 
  weapon cannot make attacks of opportunity against you until 
  the beginning of your next turn.
  moBile (level 1)
  3 Spirit points
  Your base movement speed is increased by 5 feet.
  precise (level 1)
  2 Spirit points
  You can reroll damage results of 1 from this weapon, you 
  must accept the second result.
  proficient (level 2)
  4 Spirit points
  You gain proficiency in 2 skills of your choice.
  
  ANCESTRAL WEAPONS
  12
  piercing (level 1)
  3 Spirit points
  You have +2 on attack rolls against enemies with shields.
  poWer of the Ancestors
  4 Spirit points, sorcerers only
  Once per day when you expend sorcery points, you instead do 
  not expend any.
  QUickshot
  4 Spirit points, ranged weapon only
  The first time you hit with an attack on your turn, gain 
  advantage on your next attack with this weapon until the end 
  of your turn.
  rAmpAging
  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.
  reckless
  4 Spirit points
  When you have advantage on attacks made with this 
  weapon, you can reroll your damage dice. You must accept 
  the second result.
  reverBerAtion
  5 Spirit points, bards only
  When you make an attack with this weapon, you can expend a 
  bardic inspiration to instill a tale into your attack. If a creature 
  takes damage from this attack it must make a Wisdom saving 
  throw against your spell DC. On a failed roll, the creature is 
  frightened of, or charmed by you, (your choice) for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on it on a success.
  scoUt
  2 Spirit points
  You have advantage on attacks with this weapon in the first 
  round of combat.
  sniping
  3 Spirit points, requires a ranged weapon
  When making attacks with this weapon, your target’s cover 
  counts as being one degree lower than it is. For example ¾ 
  cover counts as ½ cover. This has no effect against creatures 
  not in cover.
  spellhUnter
  5 Spirit points
  Attacks with this weapon deal an additional 2d6 psychic 
  damage versus spellcasters.
  sprightly
  2 Spirit points
  You can use your bonus action to gain advantage on your next 
  attack roll, if the attack hits you must complete a short or long 
  rest before you can use this ability again.
  telepAthic link
  3 Spirit points
  The weapon gifts you the ability to communicate telepathically 
  with any creature you are familiar with within 60 feet, that you 
  can see.
  trAnsforming
  2 Spirit points
  You can use an action to turn this weapon into a mundane 
  version of itself, during this period it cannot be seen by the 
  detect magic spell or similar, and loses all abilities. You can 
  use an action to speak the weapon’s command word, restoring 
  it to its magical form.
  trAnsposed
  2 Spirit points
  You can use your bonus action to summon or dismiss this 
  weapon to/from a pocket dimension.
  trApped spell
  4 Spirit points, warlocks only
  When you complete a long rest you can store one spell you 
  know in this weapon. You can as an bonus action release this 
  spell from the staff. You do not need to expend a spell slot, and 
  you ignore any verbal or somatic components.
  UnderhAnded
  2 Spirit points
  You can use your reaction to cause a melee attack targeting 
  you, or an ally within 5 foot, to be made at disadvantage. If 
  this attack misses, you must complete a short or long rest 
  before you can use this ability again.
  vicioUs (level 1)
  2 Spirit points
  If the d20 roll for an attack made with this weapon is a 20, 
  your critical hit deals an extra 2d6 damage of the weapon’s 
  type.
  Wild spell
  3 Spirit points, druids only
  When you use your wild shape feature you can expend a spell 
  slot of the relevant level to ready a spell. Once during your 
  transformation, you can use an action to cast that spell.
  
  ANCESTRAL WEAPONS
  13
  Will of the Ancestors
  4 Spirit points
  You can use an action to release the wills of your ancestors 
  from the blade. “Each enemy within 15 feet must make a 
  DC 14 Wisdom saving throw. An enemy takes 2d8 psychic 
  damage on a failed save, or half as much damage on a 
  successful one. You must complete a short or long rest before 
  you can use this ability again.
  Tier 3: LeveL 10+ UpgradeS
  dUelist (level 3)
  6 Spirit points, melee weapons only, limited
  When you are hit by a melee attack you can see, you can use 
  your reaction to add 3 to your AC.
  enhAnced WeApon (level 3)
  10 Spirit points, limited
  You have a +3 bonus to attack and damage rolls made with 
  this weapon.
  flying
  6 Spirit points, limited
  You gain a flying speed equal to your movement speed.
  infUsion (level 2)
  10 Spirit points, limited
  When you select this upgrade, choose an damage type from 
  acid, cold, fire, force, lightning, necrotic, poison, psychic, 
  radiant, and thunder. Your weapon attacks from this weapon 
  deal an additional 2d6 damage of that type.
  mAgicAl core (level 3)
  6 Spirit points, limited
  When you select this upgrade, choose any level 1 spell. You 
  can use an action to cast this spell from the weapon. You can 
  use this ability twice per long rest. The spell attack bonus of 
  this spell is +8, and the spell save DC is 16.
  mAgUs (level 2)
  8 Spirit points, limited
  Whilst holding this weapon you have a +2 bonus to spell 
  attack rolls and a +2 bonus to AC.
  spell storing (level 4)
  8 Spirit points, limited
  When you select this upgrade, choose any level 4 spell. You 
  can use an action to cast this spell from the weapon. You must 
  complete a short or long rest before you can use this ability 
  again. The spell attack bonus of this spell is +8, and the spell 
  save difficulty is 16.
  spell link (level 3)
  6 Spirit points, spellcasters only, limited
  You gain an additional level 3 spell slot. This spell slot is 
  refreshed on a long rest.
  Blindside (level 2)
  8 Spirit points, rogues only
  You increase the damage of your sneak attacks made by this 
  weapon by 2d6.
  Blood-drinker (level 1)
  5 Spirit points
  If the d20 roll for an attack made with this weapon is a 19 or 
  20, you gain temporary hit points equal to half the damage 
  dealt by this weapon, rounded down.
  BrAWn
  3 Spirit points
  You cannot be knocked prone, and have advantage on grapple 
  checks.
  Staff of Eternal Dominion 
  Quarterstaff with Magus (level 
  2),  Dancing, Focused, and 
  Telepathic Link
  
  ANCESTRAL WEAPONS
  14
  chArged smite (level 2)
  4 Spirit points, paladins only
  When you deal damage with the divine smite feature, you deal 
  an additional 2d8 radiant damage. 
  distrActing (level 2)
  4 Spirit points, ranged weapons only
  You can use an action to make an attack with this weapon, 
  before you do so you can move up to half your speed. This 
  movement doesn’t provoke opportunity attacks.
  elementAl mAnipUlAtion
  5 Spirit points
  When you cast a spell with a spell slot that deals acid, cold, 
  fire, force, lightning, necrotic, radiant, or thunder damage, 
  you can substitute that damage type with one other type from 
  that list (you can change only one damage type per casting of 
  a spell).
  elementAl resistAnce
  4 Spirit points
  When you select this upgrade, choose an damage type from, 
  fire, cold, lightning, radiant,  thunder, necrotic, force, psychic, 
  or poison. You gain resistance to damage of this type.
  focUsed
  4 Spirit points
  When you select this upgrade, pick an ability score. A creature 
  that suffers damage from this weapon suffers disadvantage on 
  saves relating to this ability score until your next turn.
  hArdy
  3 Spirit points
  You can use an action to spend up to half your hit dice, 
  recovering that much health. You must complete a long rest 
  before you can use this ability again.
  indomitABle (level 2)
  3 Spirit points
  When you are reduced to 0 hit points, you can immediately 
  take the Attack action using this weapon before you fall 
  unconscious.
  lAshing
  4 Spirit points
  When you make an opportunity attack you may make an 
  additional attack with this weapon, you do not add your ability 
  modifier to the damage of this attack.
  nemesis
  4 Spirit points
  You can nominate a Nemesis for this weapon by spending 10 
  minutes in concentration, thinking of a target creature you 
  are familiar with. Attacks from this weapon deal an additional 
  2d8 psychic damage against the target. You cannot change the 
  Nemesis, or select a new one if the target is dead, until 1 week 
  has passed.
  rApid strike
  4 Spirit points, melee weapon; 6 Spirit points, ranged weapon 
  When you make an attack with this weapon you can use your 
  bonus action to make an additional attack against a different 
  creature within range. You do not add your ability modifier to 
  the damage of this attack.
  proficient (level 3)
  6 Spirit points
  You gain proficiency in 3 skills of your choice.
  shimmering
  4 Spirit points
  Ranged weapon attacks against you have disadvantage whilst 
  you are within 5 feet of another creature.
  spelleAter
  3 Spirit points
  After a creature casts a spell whilst within 5 foot, you can 
  spend your reaction to make an attack of opportunity against 
  that creature.
  spellhUnter
  5 Spirit points
  Concentration checks caused by this weapon are at made at 
  disadvantage.
  sUstAining
  3 Spirit points
  You do not need to eat, drink, or sleep whilst this weapon is in 
  your possession.
  trAcking
  2 Spirit points
  You can use an action to learn the exact direction of a creature 
  who has taken damage from this weapon. This will only work 
  against creatures who were damaged in the last week, whilst 
  they are within 10 miles.
  Will (level 1)
  3 Spirit points
  You can re-roll a failed concentration check. You must 
  complete a long rest before you can use this ability again.
  
  ANCESTRAL WEAPONS
  15
  Blood-drinker (level 2)
  7 Spirit points
  If the d20 roll for an attack made with this weapon is a 19 or 
  20, you temporary hit points equal to the damage dealt.
  dAncing
  5 Spirit points, melee weapon only
  You use an action to speak the command word allowing this 
  weapon to attack independently for 1 minute. For this duration, 
  the weapon floats in the air and fights independently of you. 
   
  You may use a bonus action to move the weapon up to 20 
  feet and make a melee attack as though you were holding it, 
  and you may use your reaction to allow the weapon to make 
  an opportunity attack from the weapon’s location, following 
  the normal attack of opportunity rules. You must complete a 
  short or long rest before you can use this ability again.
  homing
  5 Spirit points, ranged weapons only
  You may attack creatures within range even if you cannot 
  draw line of sight. These attacks are made at disadvantage. 
  Any creature targeted this way counts as being in ¾ cover.
  Tier 4: LeveL 15+ UpgradeS
  Amplify (level 2)
  10 Spirit points, limited
  You gain +2 to an ability score of your choice, to a maximum 
  of 20.
  gUArdiAn (level 2)
  7 Spirit points, limited
  You gain proficiency on a saving throw of your choice. If you 
  can see the source of the effect, you also gain advantage on 
  these saving throws.
  mAgicAl core (level 4)
  8 Spirit points, limited
  When you select this upgrade, choose any level 1 spell. You 
  can use an action to cast this spell from the weapon. You can 
  use this ability at will. The spell attack bonus of this spell is 
  +8, and the spell save DC is 16.
  slAyer (level 2)
  10 Spirit points, limited
  When you select this upgrade, choose an enemy type from, 
  beasts, fey, humanoids, monstrosities, or undead. Your 
  weapon attacks from this weapon deal 4d6 additional damage 
  to all creatures of this type.
  spell storing (level 4)
  10 Spirit points, limited
  When you select this upgrade, choose any level 5 spell. You 
  can use an action to cast this spell from the weapon. You must 
  complete a long rest before you can use this ability again. 
  The spell attack bonus of this spell is +8, and the spell save 
  difficulty is 16.
  spell link (level 4)
  8 Spirit points, spellcasters only, limited
  You gain an additional level 4 spell slot. This spell slot is 
  refreshed on a long rest.
  trUesight
  10 Spirit points, limited
  You have truesight when holding this weapon.
  BeAcon
  5 Spirit points
  You can use an action to plant this weapon in the ground. 
  For the next 1 minute, whilst your weapon remains planted, 
  the weapon glows with a divine light, shining bright light in a 
  30-foot radius, and dim light for an additional 30-foot. All allies 
  within 15 feet gain a +1 bonus to their AC, and their attacks 
  deal d6 additional force damage. Any ally that can draw line of 
  sight to the weapon can take a bonus action to move up to half 
  their movement towards the weapon. This movement doesn’t 
  provoke opportunity attacks. You must complete a short or 
  long rest before you can use this ability again.
  The Endtimes
  Club with Enhanced Weapon 
  (level 3), Amplify (Level 2 
  Charisma), Bully, and Power 
  Surge. 
  
  ANCESTRAL WEAPONS
  16
  spectrAl reAch
  5 Spirit points
  Increase the range of this weapon by 5 feet for 1 minute. For 
  the duration, the weapon inflicts an additional d4 damage. 
  You must complete a short or long rest before you can use this 
  ability again.
  venomoUs
  7 Spirit points
  Each creature damaged by this weapon must succeed on 
  a DC15 Constitution save or suffer 2d6 poison damage at 
  the start of their round for 1 minute. If the creatures saving 
  throw is successful they are immune to this effect for the 
  next 24 hours.
  vicioUs (level 2)
  4 Spirit points
  If the d20 roll for an attack made with this weapon is a 20, 
  your critical hit deals an extra 4d6 damage of the weapon’s 
  type.
  Will (level 2)
  5 Spirit points, spellcasters only
  When you fail a concentration check, you can choose to pass 
  instead. You must complete a long rest before you can use this 
  ability again.
  WhirlWind
  5 Spirit points
  You can use your action to perform a melee attack against 
  each creature within 5 feet. 
  keen (level 2)
  10 Spirit points, limited
  The weapon causes a critical hit when the d20 roll for an 
  attack made with this weapon is a 18, 19 or 20.
  mentor
  3 Spirit points, spellcasters only
  You can cast any spell you know, even one that is not 
  prepared, by expending a spell slot of the highest level 
  available to you. You must complete a long rest before you can 
  use this ability again.
  moBile (level 2)
  7 Spirit points
  Youe base movement speed is increased by 10 feet.
  piercing (level 2)
  5 Spirit points
  You have +4 on attack rolls against enemies with shields.
  poWer sUrge
  5 Spirit points
  Once per day you can use a spell slot to cast a spell you know 
  of up to 2 levels higher than that of the spell slot.
  precise (level 2)
  6 Spirit points
  You can reroll damage results from this weapon, you must 
  accept the second result.
  proficient (level 4)
  4 Spirit points
  You gain proficiency in 4 skills of your choice.
  protective
  3 Spirit points
  You can make a saving throw at advantage, you must complete 
  a short or long rest before you can use this ability again.
  rAllying
  4 Spirit points
  You can use an action to raise this weapon in the air and let 
  out a war cry bolstering your allies. For the next minute your 
  weapon lets of a shining radiance, all allies within 30 feet gain 
  advantage on Wisdom saving throws and are immune to the 
  frightened condition. Any ally moving directly towards you 
  during this time can increase their movement speed by 10 feet. 
  You must complete a short or long rest before you can use this 
  ability again.
  The Raven Dagger
  Dagger with Flying, Spell 
  Storing (level 1 - Find 
  Familiar), Blindside (level 2), 
  and Precise (level 2) 
  
  ANCESTRAL WEAPONS
  17
  M
  any ancestral weapons have small, subtle 
  effects that add character to them. An ancestral 
  weapon can start with these, or unlock them 
  as more of their gifts are earnt. There are two 
  types of properties represented in this chapter. 
  Ancestral Traits are small characteristics built 
  up over the life of the weapon, whilst Ancestral Personalities 
  reveal the domimant personalities amongst the fragments of 
  the ancestoral spirits that are held within the weapon.
   
  Ancestral Traits often come with minor gameplay effects, 
  whilst Ancestral Personalities manifest themselves in feelings 
  that a character will sense when performing certain actions 
  that align with, or against, the ancestral personality.
   
  A weapon can have either of the properties presented, 
  one of each property, or neither property. A DM, or a player 
  working with their DM, can also create a history fitting to the 
  weapon  and the Ancestral Traits can be supplemented by the 
  Minor Property table on page 142 of the Dungeon Master’s 
  Guide.
   
  To determine an Ancestral Trait or Ancestral Personality, 
  roll on the tables presented below.
  Chapter 3: Ancestral Traits & Personalities
  Ancestral Traits
  d20
  Name
  Details
  1
  Guided by the past
  The ancestors will occasionally speak to the bearer, imparting their wisdom. When making 
  an ability check the player can ask the ancestors for aid. The player gains an additional d4 to 
  add to the skill check but must complete a short or long rest before using this ability again.
  2
  Moral Guidance
   If the player takes an action that is not within their alignment, they suffer d4 psychic 
  damage, at the DMs discretion, as the ancestors are angered.
  3
  Read Script
  The player or DM selects a language which relates to the history of this weapon. The bearer 
  can read this language, but cannot speak or comprehend it verbally.
  4
  Learn From Failure
  When you roll on 1 on the d20 to make a weapon attack with this weapon, your next weapon 
  attack is made at advantage.
  5
  Soldier’s Saviour
  You always know the direction of the closest source of alcohol.
  6
  Bolstering Growth
  You can use an action to grow 1 foot in height for one hour, you have advantage on 
  Charisma (Intimidation) checks against creatures smaller than you during this time.
  7
  Totemic
  The weapon is often recognised as being a true example of its craft, and will be appreciated 
  and fawned over.
  8
  History of the Spirits
  Occasionally the spirits of the ancestors within this weapon will communicate with the 
  bearer, regaling a story from the weapons history.
  9
  Forewarning
  On occasion, the spirits from the weapon will communicate with the bearer in their sleep or 
  meditation, gifting them a cryptic omen of future events.
  10
  Battlebred
  The weapon will glow a sinister red color around areas that have experienced bloodshed in 
  the last week.
  
  ANCESTRAL WEAPONS
  18
  d20
  Name
  Details
  11
  Distorting
  The weapon shimmers constantly, it is always seen to be magical by anyone who views it.
  12
  Longing
  When left alone, after an hour the weapon will emit a low hum until it is reunited with its 
  owner.
  13
  Thirst for knowledge
  The ancestors are driven to gain more knowledge. Whilst you sleep you can read any book, 
  written in a language you know, by touching it.
  14
  Wilderness
  The weapon guides the bearer carefully through the land. You leave no footprints.
  15
  Malice
  Any other creature who lifts this weapon suffers d4 piercing damage.
  16
  Entertainer
  The ancestors thrive in revelling after a success. You have advantage on Charisma 
  (Performance) checks when the crowd is intoxicated.
  17
  Cavalier
  The ancestors have led many glorious cavalry charges. You have advantage on saving 
  throws to avoid being thrown from a mount.
  18
  Bravado
  The weapon wants to be heard. If knocked against an inanimate object it will let out a 
  booming noise that can be heard 300 feet away.
  19
  Honourable
  The weapon will only deliver non-lethal damage to an unarmed humanoid.
  20
  Homing
  You can use an action to mark your current location. For the next 24 hours the weapon will 
  always be able to guide you back to that location.
  Ancestral Personalities
  d10
  Name
  Details
  1
  Stubborn
  When you change your viewpoint easily, a small sense of shame washes over you.
  2
  Violent
  When you are presented with the options, the weapon will try to subtlely push you in the 
  direction that would see more bloodshed.
  3
  Calculating
  When you find yourself in a confrontational situation, the weapon will encourage you to 
  bide your time, and not rush in.
  4
  Serene
  When you are in a calm situation you will feel especially content.
  5
  Determined
  Finding yourself up against impossible odds will only harden your resolve.
  6
  Vengeful
  Once crossed, the weapon will not forget and will encourage you in situations where you 
  can realise your revenge.
  7
  Greedy
  The weapon will fill you with a lusting desire when an opportunity to increase your wealth 
  presents itself.
  8
  Bashful
  You find the weapon warming slightly, filling you with a feeling of joy, whenever something 
  embarrassing happens to anyone in sight.
  9
  Sinister
  Witnessing the downfall of others fills you with a sensation of happiness.
  10
  Thoughtful
  The weapon will encourage you to think of a creative solution, filling you with pride when 
  these come to fruition.
  
  ANCESTRAL WEAPONS
  19
  D
  ue to the design of the spirit point rules, 
  it is extremely simple to create non-ancestral 
  magic weapons using this system. This can 
  either be done by the DM to create new 
  weapons for the campaign, or allow players 
  to craft magic weapons through the course of 
  the campaign. This allows you access to the flexibility of the 
  ancestral weapons rules whilst still creating fun, and balanced 
  magic weapons.
  QUick-BUiLd magic weapOnS
  To create a magic item, firstly select a number of spirit 
  points to create the item. It is advised that this is determined 
  based on the level of the party. The average level of the party 
  will give you an appropriate amount of spirit points to create 
  a suitable magical weapon.
   
  In some circumstances you may wish to give the party a 
  stronger or weaker weapon in the course of your campaigns. 
  For a more powerful item, add up to 3 spirit points to the 
  groups average level, and for a less powerful weapon, 
  subtract up to 3 spirit points.
   
  Any item that is very rare or legendary, or that has a 
  limited upgrade, requires attunement.
   
  If you wish to make some of these items available for 
  puchase in stores, or black markets, the table below also 
  shows the recommended purchase cost.
  Spirit Points
  Rarity
  Purchase Cost per Spirit Point
  1-4
  Uncommon
  200 gp
  5-9
  Rare
  500 gp
  10-15
  Very Rare
  5000 gp
  16-25
  Legendary
  20,000 gp
  exAmple QUick-BUild items
  volcAnic BlAde
  Weapon (longsword), rare, requires attunement
  This blade was crafted in the Dragon’s Eye, forged from 
  obsidian, deep inside the volcano itself. 
   
  Your weapon attacks from this weapon deal an additional 
  d4 fire damage. 
   
  You can use an action to cast burning hands. You must 
  complete a long rest before you can use this ability again. 
  The spell attack bonus of this spell is +4, and the spell save 
  difficulty is 12.
   
  In addition you can reroll damage results of 1 from this 
  weapon, you must accept the second result.
  Upgrades, 9 spirit points: Infusion (level 1) - 5 spirit points, 
  Spell Storing (level 1) - 2 spirit points, and Precise (level 1) - 2 
  spirit points. 
  Purchase Cost: 4,500 gp
  AlliAnce
  Weapon (quarterstaff), uncommon
  This long staff is topped with a bronze mask, on one side a 
  smiling visage, and the other a menacing face.
   
  You have advantage on saving throws against the 
  charmed condition, and you are proficient in the Charisma 
  (Persuasion) skill.
   
  You can add 1d4 to a skill check, you may use this 
  ability after rolling the check, but before you know if it was 
  successful. You must declare you are using this feature 
  before you make the roll, and must perform a long rest 
  before using this feature again.
  Upgrades, 3 spirit points: Charmward - 1 spirit point, 
  Proficient (level 1) - 1 spirit point, and willing - 1 spirit point.
  Purchase Cost: 600 gp
  Chapter 4: Creating non-Ancestral Weapons
  
  ANCESTRAL WEAPONS
  20
  crafTing magic iTemS
  You can use spirit points to allow characters to craft magic 
  weapons. These magical weapons do not earn spirit points 
  after being created, and require no special attunement rules 
  beyond those of the standard attunement rules found in the 
  Player’s Handbook. Any item that is very rare or legendary, or 
  that has a limited upgrade, requires attunement.
   
  To craft a magic item, the player must pay a cost, as well 
  as spend a period of time, both shown in the below table, 
  in order to craft the item. The cost covers both magical and 
  mundane materials. In order to embed a spell into a weapon, 
  the player needs access to a spellcaster who has has the 
  ability to cast that spell, and who must spend a number of 
  days with the weapon equal to 1 + the spell level.
  Min 
  Level
  Rarity
  Number 
  of Spirit 
  Points
  Cost per 
  Spirit 
  Point
  Time per 
  Spirit Point
  1+
  Uncommon
  1-4
  200 gp
  2 days
  5+
  Rare
  5-9
  500 gp
  3 days
  10+
  Very Rare
  10-15
  5,000 gp
  4 days
  16+
  Legendary
  16-25
  20,000 gp
  1 week
  To create such items a Dungeon Master may deem that a character 
  needs to be proficient with Smith’s tools, Woodcarver’s tools or 
  similar. 
  exAmple crAfted items
  dirk of the tWin fAngs
  Weapon (dagger), legendary, requires attunement
  Deep in the Underdark, in Menzoberranzan, the drow elf 
  Ulkina Eldraor disappeared one day. She returned with a 
  dagger of fine craftmanship, with snake venom coursing 
  through the blade itself. No-one knows what price she paid 
  for such an item of nightmares.
   
  You have a +3 bonus to attack and damage rolls made with 
  this magic weapon, and any enemy that you make a weapon 
  attack against with this weapon cannot make attacks of 
  opportunity against you until the beginning of your next turn.
   
  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 DC14 Constitution saving throw, in addition 
  to any damage caused. On a failed save, it gains the poisoned 
  condition. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on it on a success.
   
  A creature damaged by this weapon must make a DC15
  Constitution save at the start of each of their turns for 1 
  minute. On a fail they suffer 2d6 poison damage, and if they 
  pass this effect ends. A creature can only be affected by this 
  effect once per day.
  Upgrades, 23 spirit points: Enhanced Weapon (level 3) - 
  10 spirit points, Overpower (Poisonous) - 2 spirit points, 
  Venomous - 7 spirit points, and Jarring (level 2) - 4 spirit points. 
  Cost to craft: 460,000 gp
  Time to craft: 23 weeks
  the sUnstAff
  Weapon (quarterstaff), very rare, requires attunement
  Glowing proudly with a golden light, this weapon was crafted 
  by the smiths of the sun worshipping Iliathoran tribe. It is now 
  wielded by the ruling high priestess.
   
  Whilst holding this weapon you have a +1 bonus to spell 
  attack rolls and a +1 bonus to AC. You gain advantage on 
  intimidation checks when the target can see you and you are 
  holding this weapon.
   
  The weapon sheds bright golden light in a 15-foot radius, 
  and dimlight for an additional 15-foot.
   You can use an action to cast daylight from the weapon. You 
  must complete a long rest before you can use this ability 
  again. 
  Upgrades, 12 spirit points: Magus (level 1) - 5 spirit points, 
  Spell Storing (level 3 - daylight) - 6 spirit points, Bully - 1 spirit 
  point, and Guiding - 1 spirit point
  Cost to craft: 60,000 gp
  Time to craft: 48 days
  gitzlA’s pokey stABBA
  Weapon (shortsword), rare, requires attunement by a rogue
  Gitzla’s emporium of rare and unknown curiosities in 
  the Undermountain often attracts light fingers. Gitzla 
  commissioned his pokey stabba to ensure his goods don’t 
  wander without his knowledge.
   
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon, and you increase the damage of 
  your sneak attacks made by this weapon by d6.
   
  You have advantage on initiative rolls.
  Upgrades, 8 spirit points: Enhanced Weapon (level 1) - 3 
  spirit points, Blindside (level 1) - 4 spirit points, and Quick - 1 
  spirit point. 
  Cost to craft: 4,000 gp
  Time to craft: 24 days
  Unique Reagents
  Crafting a magical weapon should never be an easy 
  endeavor. Oftentimes it is a great opportunity for a 
  player driven quest.
  By requiring a unique reagent, such as the claw of a red 
  dragon or a medusa's eye, the characters will drive the 
  campaign forward allowing for additional motivations to 
  add to determine their characters actions.
  Gitzla is a goblin merchant who 
  specialises in magical curiosities. He 
  mostly tricks people into thinking they 
  are buying something and palming them 
  a fake. He has a ‘Lukky Coin’ that can be 
  found in Treasures of the Mad Mage!
  
  ANCESTRAL WEAPONS
  21
  E
  very ancestral weapon holds a unique story. 
  These weapons have been used in great 
  battles, fought monstrous creatures, and been 
  the envy of kings. You can create the history 
  for your weapon, or you can instead roll on the 
  tables provided below to randomly create a 
  background for the weapon.
   
  In order to create a background for this weapon, roll on 
  the below tables, or choose from the options presented. The 
  rules and tables presented here are shown only as a guideline 
  for you to pick and choose from as you wish. Feel free to add, 
  embellish, or alter to make the weapon as unique as your 
  character.
  history of the WeApon
  This section details the age of the weapon, measured in 
  generations. Ancestral weapons exist of many ages, from 
  being handed down a single generation, to being older than 
  many races.
   
  First you should determine how many generations the 
  weapon has been in existence, followed by how many feats of 
  legend the weapon has been involved in. 
   
  These feats of legend reveal some of the story into how 
  the weapon became so powerful. It may have been involved 
  in the Blood Wars, could have delivered the final blow to a 
  tyrannical dragon, or have been blessed by a god.
  Generations Since Created
  Wielder's Race
  Number of Generations
  Dragonborn
  d8
  Dwarf
  d10
  Elf
  d10
  Gnome
  d6
  Halfling
  d6
  Half-Elf
  d8
  Wielder's Race
  Number of Generations
  Half-Orc
  d6
  Human
  d6
  Tiefling
  d12
  Aarakocra
  d6
  Aasamir
  d12
  Bugbear
  d6
  Feral Tiefling
  d4
  Firbolg
  d8
  Genasi
  d10
  Gith
  d12
  Goblin
  d4
  Goliath
  d6
  Hobgoblin
  d6
  Kenku
  d4
  Kobold
  d4
  Lizardfolk
  d6
  Orc
  d6
  Tabaxi
  d6
  Tortle
  d12
  Triton
  d6
  Yuan-ti Pureblood
  d8
  Number of Feats of Legend
  Number of Generations
  Number of Feats of Legend
  1
  1
  2-4
  d4
  5-8
  d6
  9-12
  d8
  Chapter 5: Weapon History
  
  ANCESTRAL WEAPONS
  22
  Types of Feat of Legend
  d20
  Feat of Legend
  1
  A previous owner defeated a dragon.
  2
  The weapon itself was blessed by a god.
  3
  Was wielded in battle against a demigod.
  4
  The might of this weapon brought a city to ruin.
  5
  A previous owner led an army with this weapon.
  6
  The weapon turned the tide of a battle.
  7
  A ruler offered their lands in exchange for this 
  weapon.
  8
  Was used to destroy a lich.
  9
  Has been to Sigil, and returned.
  10
  Was wielded in battle in Avernus.
  11
  Was gifted by a fey being.
  12
  Was once in the possession of an angel.
  13
  Was once in the possession of a devil.
  14
  Was used in the rescue of an enslaved race.
  15
  Has been lost, and found.
  16
  Was broken and reforged.
  17
  Was part of a ritual to banish a demon.
  18
  Was wielded in far distant lands.
  19
  A ruler was slain with this weapon.
  20
  A previous wielder gave up their love, in return 
  for this weapon.
  phySicaL prOperTieS
  As well as a powerful and rich history, ancestral weapons 
  are often distinguished in craftsmanship compared to 
  other weapons of their type. The tables below allow you to 
  determine the material of the weapon, which race crafted it, 
  as well as an identifying feature that allows the weapon to 
  stand out amongst others of its type.
  Craftmanship
  d10
  Craftmanship
  1
  Human
  2
  Dwarven
  3
  Elven
  4
  Astral
  5
  Fell
  6
  Elemental
  7
  Gnomish
  8
  Fey
  9
  Other worldly
  10
  Unknown
  Type of Wood Used
  d10
  Wood
  1
  Ash
  2
  Birch
  3
  Duskwood
  4
  Felsul
  5
  Maple
  6
  Oak
  7
  Phandar
  8
  Willow
  Type of Metal Used
  d10
  Metal
  1
  Brass
  2
  Bronze
  3
  Electrum
  4
  Iron
  5
  Mithril
  6
  Obsidian
  7
  Platinum
  8
  Steel
  Identifying Feature
  d10
  Feature
  1
  Is slightly larger than other weapons of its 
  type.
  2
  Is slightly smaller than other weapons of its 
  type.
  3
  Has elegant embellishment featuring one of 
  its feats of legend.
  4
  Engraved in the body is the origin story of 
  your race.
  5
  The weapon appears crudely made until held.
  6
  The weapon appears exceptionally well 
  crafted.
  7
  A vein of rare stone runs through the weapon.
  8
  The initials of each bearer are carved into the 
  weapon.
  9
  The colour of the weapon is different than as 
  to be expected from the material.
  10
  The weapon appears to leave a small trail 
  behind it as it moves.
  Ancestral weapons from beyond the Realm
  While the races listed here are those encountered within 
  the Forgotten Realms, ancestral weapons can be found 
  in the hands of many races throughout the multiverse. If 
  you are using a race from a different setting, it's a good 
  idea to compare the lifespan of that race with some of 
  those in this table to figure out how old your weapon 
  might be.
  
  ANCESTRAL WEAPONS
  23
  I
  n this chapter you will find four ancestral 
  items  that have each been created by one of our 
  playtesters for use in their individual campaigns. 
  For each weapon you will find a history of the 
  weapon, who currently wields the weapon, as 
  well as 4 seperate iterations of the weapon. 
  These show how the weapon grew during the campaign and 
  will feature one uncommon version, one rare, one very rare, 
  and one legendary version.
   
  The four weapons you will find in this section are 
  summarised below, along with a short bio of the writer, and 
  the character who currently wields it.
  griffon’s rest
  Created by Rob Tew, a sonographer by day and D&D terrain 
  enthusiast by night.
   
  Griffon’s Rest is wielded by Nathaniel Garrow, having 
  being handed to him by his father on this deathbed.
   
  Garrow is a lawful good paladin of Helm, and has saved 
  Secomber and beyond with his limitless smites. He is well 
  known for his ability to destroy doors, and his inability to 
  recognise his wife.
  keshykiin ilmAA
  Created by James “Hobbit” Braund, an enthusiastic DM and 
  roleplayer who also would prefer to live in Middle-Earth than 
  real life. 
   
  Keshykiin Ilmaa is wielded by Kalesh Qyzarraphor, 
  dragonborn barbarian from the desert lands in northern 
  Amalin, a member of a nomadic tribe of dragonborn - both 
  natives and refugees from conflicts across Faerûn. 
   
  Kalesh is a neutral good ancestral guardian barbarian, 
  and part of the Adventurer’s Guild of Holmsgarth, though 
  ashamedly he was once in the competing guild - the 
  (Dis)Honourable Guild of Defenders. Replete with 
  impressive pauldrons crafted from the skull of a wyvern, 
  Kalesh is a proud and honourable warrior who will defend 
  the weak and cut short the life of those who stand before 
  him. Not great with subtlety though.
  stAff of the homing tree
  Created by Laura-Jade Klee, a new D&D player, who focuses 
  on a dramatic characters, and enthusiastic roleplaying.
   
  The Staff of the Homing Tree is wielded by Nala Mystan, 
  being the only remaining object passed to her following the 
  death of her parents. After their death Nala was rescued by 
  the circus where this staff became an integral part of her 
  acrobatic performances.
   
  Nala is a chaotic neutral dragonborn monk, who after 
  leaving the circus signed up to the Adventurer’s Guild of 
  Holmsgarth. An impressive dragonborn, her menacing bite is 
  equalled only by her terrifying roar.
  the WindBlAde
  Created by Matthew Kelly, an absolute chocaholic who loves 
  all things geek. If not wargaming, or walking the dog, you will 
  find him at a D&D table, whether as DM or player.
   
  The Windblade is wielded by Rynn Winter, having been 
  handed down through each generation of the Winter family, 
  containing the very essence of the tempest ravaging the lands 
  when it was forged.
   
  Rynn is a lawful good wizard whose willpower and 
  headstrong attitude led her to face off against a necromancer 
  on her own. Her heart was always in the right place but she 
  tends to never say the right thing.
  Chapter 6: Example Ancestral Weapons
  
  ANCESTRAL WEAPONS
  24
  Forged by the esteemed blacksmiths of Secomber, this blade was gifted to the knight Edwin Garrow after he earned 
  renown in the battle of Griffon's Rest. In this battle against all odds, he led a small garrison of troops to victory 
  against a larger invading force. 
   
  Named after the outpost where they made their last stand, this hand and a half blade features an intricately 
  carved Griffon's head set into the pommel. The blade itself however, is unassuming, built for practicality over 
  presentation. Edwin and his blade were later famed for single handily holding off an ambush on the lord’s caravan 
  so that the lord and his family could escape. Thought to be dead, Edwin returned to the caravan later that day with 
  a wounded soldier that was left behind. 
   
  Upon his deathbed Edwin passed the sword on to his son, Nathaniel Garrow, who wields the blade to this day, 
  defending the innocent in search of his missing family. Garrow and his father’s blade have become renowned for 
  their use of Thunderous Smite, bringing down their foes with an almighty bolt of energy just in the nick of time, 
  saving him and his companions on several occasions.  The Griffon's Rest blade is a symbol of hope and protection 
  against even the most insurmountable odds. 
  Griffon’s Rest
  By Rob Tew. Wielded by Nathaniel Garrow in “Secomber Chronicles” campaign
  griffon’s rest
  Weapon (longsword), uncommon, requires attunement
  This hand and a half blade features an intricately carved 
  griffons head set into the pommel.
   
  You have a +1 bonus to attack and damage rolls made 
  with this weapon.
  Upgrades, 3 spirit points: Enhanced Weapon (level 1) - 3 
  spirit points.
  griffon’s rest
  Weapon (longsword), rare, requires attunement
  Atop this hand and a half blade sits an ornately carved marble 
  griffon’s head, each eye studded with an onyx.
   
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon, and when you deal damage with a 
  smite spell, you deal an additional d6 radiant damage.
   
  You can use an action cast thunderous smite from the 
  weapon. You must complete a long rest before you can use 
  this ability again. The spell attack bonus of this spell is +4, 
  and the spell save difficulty is 12.
  Upgrades, 7 spirit points: Enhanced Weapon (level 1) - 3 
  spirit points, Spell Storing (level 1 - thunderous smite) - 2 
  spirit points, and Charged Smite (level 1) - 2 spirit points.
  griffon’s rest
  Weapon (longsword), very rare, requires attunement
  A symbol of valour, honour, and truth. This blade features an 
  onyx studded griffon's head, and brings vigour to those who 
  see it wielded in battle.
   
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon, and when you deal damage with a 
  smite spell, you deal an additional d6 radiant damage.
   
  You can use an action cast thunderous smite from the 
  weapon. You must complete a long rest before you can use 
  this ability again. The spell attack bonus of this spell is +4, 
  and the spell save difficulty is 12.
  Upgrades, 12 spirit points: Enhanced Weapon (level 2) - 6 
  spirit points, Spell Storing (level 1 - thunderous smite) - 2 
  spirit points, and Charged Smite (level 2) - 4 spirit points.
  griffon’s rest
  Weapon (longsword), legendary, requires attunement
  This ornate blade is topped with an ornate marble griffon. 
  When held aloft, griffon’s rest beams a golden radiance, 
  bolstering those who see it.
   
  You have a +3 bonus to attack and damage rolls made with 
  this magic weapon, and when you deal damage with a smite 
  spell, you deal an additional d6 radiant damage.
   
  You can use an action cast thunderous smite from the 
  weapon. You must complete a long rest before you can use this 
  ability again. The spell attack bonus of this spell is +4, and the 
  spell save difficulty is 12.
   
  You can use an action to raise this weapon in the air and 
  let out a war cry bolstering your allies. For the next minute 
  your weapon lets of a shining radiance, all allies within 30 foot 
  gain advantage on wisdom saving throws and are immune to 
  the frightened condition. Any ally moving directly towards you 
  during this time can increase their movement speed by 10 foot. 
  You must complete a short or long rest before you can use this 
  feature again.
  Upgrades, 20 spirit points: Enhanced Weapon (level 3) - 10 
  spirit points, Spell Storing (level 1 - thunderous smite) - 2 
  spirit points, Charged Smite (level 2) - 4 spirit points, and 
  Rallying - 4 spirit points
  
  ANCESTRAL WEAPONS
  25
  Keshykiin Ilmaa
  By James Braund. Wielded by Kalesh Qyzarraphor in “The Adventurer’s Guild” campaign
  keshykiin ilmAA
  Weapon (glaive), uncommon, requires attunement.
  An ornate glaive, inscribed with Draconic runes.
   
  When you are hit by a melee attack you can see, you can 
  use your reaction to add 1 to your AC.  When you are reduced 
  to 0 hit points, you can immediately make an attack with this 
  weapon before you fall unconscious.
   
  Upgrades, 3 spirit points: Duelist (level 1) - 2 spirit points, 
  and Indomitable (level 1) - 1 spirit point. 
  keshykiin ilmAA
  Weapon (glaive), rare, requires attunement.
  The runes on this ornate glaive glow with an ice-blue aura.
   
  When you are hit by a melee attack you can see, you can 
  use your reaction to add 1 to your AC.  When you are reduced 
  to 0 hit points, you can immediately make an attack with this 
  weapon before you fall unconscious.
   
  You have proficiency in Dexterity saving throws. 
   
   
  Upgrades, 7 spirit points: Duelist (level 1) - 2 spirit points, 
  Guardian (level 1)- 4 spirit points, Indomitable - 1 spirit point.
   
  keshykiin ilmAA
  Weapon (glaive), very rare, requires attunement.
  Finely crafted, and gleaming in the sunlight, this glaive's 
  power radiates out from the Draconic runes glowing with an 
  icy blue aura.
   
  You have proficiency in Dexterity saving throws. When 
  you are hit by a melee attack you can see, you can use your 
  reaction to add 2 to your AC. When you are reduced to 0 hit 
  points, you can immediately make an attack with this weapon 
  before you fall unconscious.
   
  You can reroll your damage dice for attacks made with 
  this weapon, you must take the second result.
   
  Upgrades, 13 spirit points: Duelist (level 2) - 4 spirit points, 
  Guardian (level 1) - 4 spirit points, Indomitable - 1 spirit point, 
  and Reckless - 4 spirit points.
  keshykiin ilmAA
  Weapon (glaive), legendary, requires attunement.
  The finely crafted blade of this ancient glaive appears to 
  leave a ice-blue trail behind it as it cuts through the air. When 
  held you can see the spirits of the ancestors within the finely 
  carved draconic runes.
   
  You can reroll your damage dice for attacks made with 
  this weapon, you must take the second result. 
   
  You have proficiency in Dexterity saving throws. If you
  can see the source of the effect, you also gain advantage on
  these saving throws. 
   
  When you are hit by a melee attack you can see, you can 
  use your reaction to add 3 to your AC. 
   
  You can use an action to spend up to half your hit dice, 
  recovering that much health. You must complete a long rest 
  before you can use this ability again.
   
  Increase the range of this weapon by 5 feet for 1 minute. 
  For the duration, the weapon inflicts an additional d4 damage.
  You cannot use this special ability again until after you have
  completed a short or long rest.
  Upgrades, 25 spirit points: Duelist (level 3) - 6 spirit points, 
  Guardian (level 2) - 7 spirit points, Hardy - 3 spirit points, 
  Reckless - 4 spirit points, and Spectral Reach - 5 spirit points.
  The Qyzarraphor tribe are deeply cultured and spiritual people with a great reverence for 
  their ancestors. It is this tradition that brought Kalesh the ancient weapon that he bears to 
  this day - Keshykiin Ilmaa, or in the common tongue - 'the sundering of the midnight air'.
  Keshykiin Ilmaa is a perfectly balanced, expertly wrought glaive. While the haft is dark as 
  the desert sky at night, the blade glitters with an icy sheen that hints of its potency. It has 
  been handed down through the Qyzarraphor tribe for 7 generations, and its legend has grown 
  with each guardian to wield it. It is said to have slain children of Tiamat on more than one 
  occasion, and its cold bite is most keenly felt by those whom the ancestors of the tribe were 
  most wronged by.
  
  ANCESTRAL WEAPONS
  26
  For thousands of years, The Homing Tree was the lifeblood of the Windswept forest in the Feywild. Despite 
  its humble appearance, it exuded an extraordinary presence, that could deeply touch the soul of any who 
  beheld it. When you are lost, the Homing Tree could find you, and would set you back on track. For those 
  with a strong heart, The Homing Tree was a portal to wherever you most needed to be.
   
  Having existed for generations upon generation, nobody questioned when a few of its emerald 
  green leaves started to turn a sickly yellow, or that it’s rich floral scent started to have a sour 
  undertone. When powers from the Shadowfell leaked into the Windswept Forest, the rottenness of the 
  mirrored plane began to infect the tree from its roots. Triggered by an elemental build up a blinding 
  fork of lightning struck its core, and shattered the tree to shards and splinters.
   
  The Staff of the Homing Tree, is the embodiment of this disillusioned Tree - it is bitter, broken, and 
  lost. The Homing Staff finds you, and it can be a welcome companion or it can have a profound effect 
  on its owner- for better or worse. A strike from The Homing Staff might cause little more than short 
  sharp hit, or it might get beneath your skin like a charged current, and make you wonder where you 
  are, who you are, or what the world might be like without you in it.
  Staff of the Homing Tree
  By Laura-Jade Klée. Wielded by Nala Mystan in “The Adventurer’s Guild” campaign
  stAff of the homing tree
  Weapon (quarterstaff), uncommon, requires attunement
  A carved branch from the homing tree, singed at each end.
   
  You can use an action to cast charm person spell from the 
  weapon. You must complete a long rest before you can use 
  this ability again. The spell save DC is 12.
   
  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 must 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 each of its turns, ending the effect on it on a success.
  Upgrades, 4 spirit points: Spell Storing (Level 1 - Charm 
  Person) - 2 spirit points, and Overpower (Dread) - 2 spirit 
  points.
  stAff of the homing tree
  Weapon (quarterstaff), rare, requires attunement
  Carved from a burnt branch of the Homing Tree, this 
  quarterstaff smoulders as it whips through the air.
   
  Your weapon attacks from this weapon deal an additional 
  d6 necrotic damage. You can use an action to cast charm 
  person spell from the weapon. You must complete a long rest 
  before you can use this ability again. The spell save DC is 12.
   
  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 must 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 each of its turns, ending the effect on it on a success.
  Upgrades, 9 spirit points: Infusion (level 1 - necrotic) - 5 
  spirit points, Spell Storing (Level 1 - Charm Person) - 2 spirit 
  points, and Overpower (Dread) - 2 spirit points.
  stAff of the homing tree
  Weapon (quarterstaff), very rare, requires attunement
  This ancient quarterstaff smoulders constantly, a burning 
  glow radiates from the heart of the staff.
   
  Your weapon attacks from this weapon deal an additional 
  d6 necrotic damage. You can use an action to cast confusion 
  spell from the weapon. You must complete a long rest before 
  you can use this ability again. The spell save DC is 16.
   
  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 must 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 each of its turns, ending the effect on it on a success.
  Upgrades, 15 spirit points: Infusion (level 1 - necrotic) - 5 
  spirit points, Spell Storing (Level 4 - Confusion) - 8 spirit 
  points, and Overpower (Dread) - 2 spirit points.
  stAff of the homing tree
  Weapon (quarterstaff), legendary, requires attunement
  Carved from a burnt branch of the Homing Tree, this ancient 
  quarterstaff in inset with glowing embers, constantly burning.
   
  Your weapon attacks from this weapon deal an additional 
  2d6 necrotic damage. You can use an action to cast confusion 
  spell from the weapon. You must complete a long rest before 
  you can use this ability again. The spell save DC is 16.
   
  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 must 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 each of its turns, ending the effect on it on a success.
  Upgrades, 24 spirit points: Infusion (level 2 - necrotic) - 10 
  spirit points, Spell Storing (Level 3 - Confusion) - 8 spirit 
  points, Overpower (Dread) - 2 spirit points, and Shimmering 
  (4 spirit points).
  
  ANCESTRAL WEAPONS
  27
  The Windblade
  By Matthew Kelly. Wielded by Rynn Winter in “Ankh Arabell” campaign
  the WindBlAde
  Weapon (shortsword), uncommon, requires attunement.
  This shortsword bears a slight curved edge and has a handle 
  long enough to be wielded in two hands.
   
  This weapon counts as a spellcasting focus. Being within 
  5 feet of a hostile creature doesn’t impose disadvantage on 
  your ranged attack rolls.
   
  Upgrades, 3 spirit points: Focus - 2 spirit points, and 
  Unflinching - 1 spirit point.
   the WindBlAde
  Weapon (shortsword), rare, requires attunement.
  With several runes etched across the surface of the blade 
  that symbolise air in Sylvan, Celestial, and Abyssal, this 
  shortsword bears a slight curved edge.
    
  This weapon counts as a spellcasting focus. Being within 
  5 feet of a hostile creature doesn’t impose disadvantage on 
  your ranged attack rolls. 
   
  You may cast lightning bolt as an action from this weapon. 
  The spell save DC is 14. You must take a long rest before you 
  can use this ability again.
   
  Upgrades, 9 spirit points: Spell Storing (Level 3 - lightning 
  bolt) - 6 spirit points, Focus - 2 spirit points, and Unflinching - 
  1 spirit point.
   
  the WindBlAde
  Weapon (shortsword), very rare, requires attunement.
  The runes along the surface of this blade crackle with the 
  energy of the storm trapped inside.
   
  This weapon counts as a spellcasting focus. Being within 
  5 feet of a hostile creature doesn’t impose disadvantage on 
  your ranged attack rolls.
   
  You may cast lightning bolt as an action from this weapon. 
  The spell save DC is 14. You must take a long rest before you 
  can use this ability again. 
   
  You have resistance to lightning damage.
   
  Upgrades, 13 spirit points: Spell Storing (Level 3 - lightning 
  bolt) - 6 spirit points, Elemental Resistance (lightning) - 4 
  spirit points, Focus - 2 spirit points, and Unflinching - 1 spirit 
  point. 
  the WindBlAde
  Weapon (shortsword), legendary, requires attunement.
  The runes etched across the surface of this blade symbolise 
  air in Sylvan, Celestial, and Abyssal. Each rune crackles with 
  the force of the infused tempest. This blade seems to slice 
  through the very air itself when it is wielded.
   
  This weapon counts as a spellcasting focus. Being within 
  5 feet of a hostile creature doesn’t impose disadvantage on 
  your ranged attack rolls.
   
  You may cast lightning bolt as an action from this weapon. 
  The spell save DC is 14. You must take a long rest before you 
  can use this ability again. 
   
  You have resistance to lightning damage. You have 
  truesight while holding this weapon.
   
  Upgrades, 23 spirit points: Spell Storing (Level 3 - lightning 
  bolt) - 6 spirit points, Elemental Resistance (lightning) - 4 
  spirit points, Focus - 2 spirit points, Truesight - 10 spirit 
  points, and Unflinching - 1 spirit point.
  Forged at the height of a mighty storm, the Windblade contains the power of the tempest itself. The great 
  mage crafters of the Winter family created the blade from an unholy union of otherworldly magic, and it has 
  been in their family for several generations. Wizards of renown, the eldest Winter has always travelled with 
  this blade seeking to aid those less fortunate.
   
  The raw magical essence contained inside serves as a grounding for a mage’s abilities, allowing a calm mind 
  in even the most stressful of situations. It can absorb and release the very lightning it was forged with. It is 
  even rumoured that should one concentrate hard enough, they are able to see the flow of the wind itself, 
  allowing them to see things that others cannot.
   
  Currently wielded by Rynn, the eldest daughter in the latest generation of winters, it was used by her 
  grandfather to stop the advances of a powerful blue dragon who had been besieging the great desert city of 
  Ankh Arabell. Stood atop the ramparts of its main gate, Ulric raised his blade high as the dragon assaulted 
  with its lightning breath. The Windblade absorbed the damage and allowed Ulric time to cast his powerful 
  incantation, sundering the dragon’s mighty hide. Its bones now lay as a monument to the power of the weapon.
   
  Stewart Winter, several generations before, was able to hunt and kill several trickster demons on the 
  borders thanks to the blade allowing him to see through their disguises. His son, Ander, was able to battle an 
  orc horde, calmly casting spells at threats whilst the battle around him raged. Slaying their leaders caused 
  the Orcs to rout and prevented countless deaths in a meatgrinder battle.
  
  ANCESTRAL WEAPONS
  28
  The rules presented in Chapter 4 allow for crafting magic 
  weapons for use in your campaign. The table below shows, 
  at a glance, the cost, time requirement, and other pertinent 
  information required for crafting, depending on the number of 
  Spirit Points the crafted weapon has allocated.
  Appendix A: Crafting Table
  Crafting Summary
  Spirit Points
  Cost
  Time
  Rarity
  Upgrades Available
  Attunement
  1
  200 gp
  2 days
  Uncommon
  Tier 1
  If Limited Upgrade
  2
  400 gp
  4 days
  Uncommon
  Tier 1
  If Limited Upgrade
  3
  600 gp
  6 days
  Uncommon
  Tier 1
  If Limited Upgrade
  4
  800 gp
  8 days
  Uncommon
  Tier 1
  If Limited Upgrade
  5
  2,500 gp
  15 days
  Rare
  Tier 1 & 2
  If Limited Upgrade
  6
  3,000 gp
  18 days
  Rare
  Tier 1 & 2
  If Limited Upgrade
  7
  3,500 gp
  21 days
  Rare
  Tier 1 & 2
  If Limited Upgrade
  8
  4,000 gp
  24 days
  Rare
  Tier 1 & 2
  If Limited Upgrade
  9
  4,500 gp
  27 days
  Rare
  Tier 1 & 2
  If Limited Upgrade
  10
  50,000 gp
  40 days
  Very Rare
  Tier 1, 2, & 3
  Yes
  11
  55,000 gp
  44 days
  Very Rare
  Tier 1, 2, & 3
  Yes
  12
  60,000 gp
  48 days
  Very Rare
  Tier 1, 2, & 3
  Yes
  13
  65,000 gp
  52 days
  Very Rare
  Tier 1, 2, & 3
  Yes
  14
  70,000 gp
  56 days
  Very Rare
  Tier 1, 2, & 3
  Yes
  15
  75,000 gp
  60 days
  Very Rare
  Tier 1, 2, & 3
  Yes
  16
  320,000 gp
  16 weeks
  Legendary
  All
  Yes
  17
  340,000 gp
  17 weeks
  Legendary
  All
  Yes
  18
  360,000 gp
  18 weeks
  Legendary
  All
  Yes
  19
  380,000 gp
  19 weeks
  Legendary
  All
  Yes
  20
  400,000 gp
  20 weeks
  Legendary
  All
  Yes
  21
  420,000 gp
  21 weeks
  Legendary
  All
  Yes
  22
  440,000 gp
  22 weeks
  Legendary
  All
  Yes
  23
  460,000 gp
  23 weeks
  Legendary
  All
  Yes
  24
  480,000 gp
  24 weeks
  Legendary
  All
  Yes
  25
  500,000 gp
  25 weeks
  Legendary
  All
  Yes
  
  ANCESTRAL WEAPONS
  29
  Welcome to Waterdeep! You enter a story of deceit, greed, and 
  demons. A struggle for power leads a poor man to make an unwise 
  deal with a devil.
  This adventure features a high society ball, a chase through the 
  streets of Waterdeep, and a race against time to save the city itself.
  The Treasures of Series brings new magical items to the Forgotten 
  realms.
  • 
  Treasures of the Underdark features 40 magic items from 
  the Underdark inspired by Drow, Duergar and the other 
  denizens below.
  • 
  Treasures of the Mad Mage contains 50 magic items found 
  within the Undermountain. Drawing inspiration from the 
  crazed mind of Halaster and the warped inhabitants of the 
  Undermountain.
  Deities grant Quest Spells to their most devout followers, 
  allowing these paragons of faith to carry out their will, performing 
  miraculous feats of the divine. 
  These spells can change the very makeup of the world, and turn 
  the tide of impossible encounters. These powerful gifts come 
  with a cost, but can offer specific effects to overcome unique 
  challenges. 
  ON SALE 
  NOW
  fb.me/dungeonrollers
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Ancestral Weapons v1.2.pdf