The stars of Pash-Mara
Though their power is divine in nature, clerics of familial ancestors are not necessarily beholden to specific gods or creeds. Instead, they draw their power through devotion and reverence to the traditions, ideals, and spirits of their family lines. Such spirits can manifest themselves to aid their adherents both in and out of battle. In times of peace, ancestor clerics are tasked with maintaining familiar order, keeping family archives and artifacts in good care, and interpreting wisdom from the ancients to the modern day. In times of strife, ancestor spirits often charge their clerics to be spiritual warriors and leaders in defense of their lineage.
Ancestor Domain Spells
Cleric Level Spells
1st guiding bolt, heroism
3rd enhance ability, spiritual weapon
5th beacon of hope, spirit guardians
7th death ward, guardian of faith
9th commune, legend lore
Starting at 1st level, your ancestors guide your words and hands at opportune moments, both in and out of battle. You can use the Help action as a bonus action. When you use the Help action in this way to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Also at 1st level, you gain proficiency with the history skill as well as one weapon and one tool set of your choice.
Channel Divinity: Honor and Glory
Starting at 2nd level, you can use your Channel Divinity to embolden yourself and your allies. As an action, you present your holy symbol and let loose a war cry, granting yourself and all allies within 30 feet temporary hit points equal to 5 + your cleric level.
These temporary hit points are lost after one hour.
Channel Divinity: Chorus of Blows
Starting at 6th level, you can use your Channel Divinity to summon a force of spectral ancestors to assail your foes. As an action, you present your holy symbol and gain a pool of d6 damage dice equal to half your cleric level rounded up. These damage dice can deal bludgeoning, piercing, or slashing damage (your choice), and count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
As part of the same action, you can target any number of enemies within 30 feet with any combination of these damage dice, up to your total pool of dice (for example, 2d6 for one enemy and 4d6 to another). Targeted enemies must make a Dexterity saving throw. On a failed save, the target takes their designated dice in damage, or half as much on a successful one. All dice gained from this feature are lost at the end of your turn if not used.
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Blessed by the Ancestors
By 17th level you can call forth spirits to aid nearby creatures as an action. Whenever you or a friendly creature within 15 feet of you makes an attack roll or a saving throw, they can roll a 1d4 and add the number rolled to the attack roll or saving throw. This ability lasts for one minute. You may use this ability once, before requiring a short or long rest to use it again.