Ancestral Protector
An Ancestral Protector’s Rage is fueled by your ancestors' fury and guidance. They use their might to protect their allies on the battlefield. Unlike most Barbarians the Ancestral Protector are less wrathful and more akin to guardians in nature. Every Ancestral Protector is greatly shaped by the will of their ancestors.
Subclass Features
Ancestral Protectors
Spectral warriors appear when you enter your Rage. While you're Raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder the target’s attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has Resistance to the damage dealt by the attack. The effect on the target ends early if your Rage ends.
Spirit Shield
The guardian spirits that aid you can provide supernatural protection to those you defend. If you are Raging and another creature you can see within 30 ft of you takes damage, you can use your reaction to reduce that damage by 2D6.
Consult the Spirits
You gain the ability to consult with your ancestral spirits. When you do so, you cast: Augury, Clairvoyance, Gentle Repose, Divination, or Commune without using a spell slot or material components as a ritual using WIS as your spellcasting ability. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location.
After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.
Spirit Shield
Your connection with your ancestors deepens allowing them to aid you more. Your damage reduction is increased to 3D6.
Spirit Shield
Your ancestors are invested in protecting you and your companions. Your damage reduction is increased to 4D6.
Vengeful Ancestors
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of Force damage that your Spirit Shield prevents.
The rebuked target is either Blinded or struck Dumb until the start of its next turn if they fail a CON saving throw DC equal to 8 + your CON modifier (Minimum 1) + your Proficiency Bonus.