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Ancestral Weapons


Ancestral Weapons contains rules for scaling heirloom weapons and quick-building magic weapons.

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 by great sorcerers through the aeons. Ancestral Weapons are iconic within roleplaying. These weapons embody a character’s family, story, and history.

Ancestral Weapons are powerful heirlooms gifted through the generations that scale up in power as your adventurers perform heroic deeds. As these weapons grow, they unlock new and more powerful upgrades such as inflicting damage caused by the elemental energy trapped inside, causing a foe to flee in fear when struck, or allowing you to deflect even the fiercest of blows. 

Due to the Spirit Point mechanic used within this system, you can also quickly develop new and thematic magic items to hand out to your players. Players can also use this system to let their heroes forge balanced and fun magic items with the included crafting rules.

Inside the pages of this supplement you will find:

  • Rules for using scaling Ancestral Weapons in D&D 5e

  • Over 130 weapon upgrades, to make your weapon as unique as your character

  • Rules to quick-build magic items for your campaign

  • The Spirit Point Crafting System allowing players to forge unique and thematically appropriate weapons

  • Tables to randomly generate thematic ancestral traits and epic weapon history

  • 4 example Ancestral Weapons, developed by our playtesters, each with 4 iterations used in their campaigns

  • 4 example non-ancestral weapons, built using the spirit point system

The product is supplemented by fantastic artwork, with an evocative cover by Fernando Gregory Milan, and heroic chapter art by Kostic Dusan.

Ancestral Weapons carry the weight of expectation, physical reminders of generations of epic feats. Can your hero carry the weapon in its next grand chapter?

Ancestral Weapons Cover  Ancestal Weapons Contents  Ancestral Weapons Chapter 1  

Ancestal Weapons Page 10 upgrades  Ancestal Weapons Chapter 3  Ancestral Weapons Chapter 5  

Follow Dungeon Rollers on Twitter: @DungeonRollers

Other products available from Dungeon Rollers:

Treasures of the Underdark - 40 Magic Items from this malicious and cruel realm

Treasures of the Mad Mage - 50 Magic Items inspired by the denizens of the Undermountain, and Halaster Blackcloak himself

Quest Spells - Rules for epic, divinely granted magic. Rules and spells updated from the 2nd Edition Tome of Magic

The Perilous Pact - A one-shot adventure set in Waterdeep. Follow a trail of deceit, heartbreak, and devils.

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Reviews (5)
Discussions (12)
Customer avatar
Jay K March 12, 2019 10:48 pm UTC
Hello, my group is enjoying your product very much..I do have a question about the upgrade "Precise" it reads "You can reroll damage results of 1 from this weapon, you must accept the second result" so my question is, does this affect rolls of 1 on all dice or just the weapon die?
For example, im playing a hexblade warlock/rogue, at 6th lvl i have 1d6 sneak attack, 1d6 hex spell, the weapon also does 1d6 to evil on top of the 1d8 weapon damage. Thanks.
Customer avatar
Dungeon R March 18, 2019 11:23 am UTC
Hi Jay, this is for all damage from the weapon. In this situation, this would apply to the additional damage too.

Thanks (ps, sorry for the slow response!)
Customer avatar
Jay K March 18, 2019 5:47 pm UTC
Hey, Dungeon R, was just in time. Playing tonight..thanks much for the clarity.
Customer avatar
Jay K March 12, 2019 10:35 pm UTC
Customer avatar
Joseph D March 12, 2019 2:08 pm UTC
Just purchased because this very much reminds me of Weapons of Legacy from 3.5e. Great job on the content and format from what I see. Is it possible to get a bookmarked version of this document in the future and/or a hyperlinked Contents for page 1?
Customer avatar
Dungeon R March 12, 2019 2:22 pm UTC
Thanks Joseph! I'll have a look into this and see if I can add it into a future update.
Customer avatar
Joseph D March 12, 2019 3:57 pm UTC
Thank you! Much appreciated.
Customer avatar
Cody B March 12, 2019 2:03 am UTC
Hello, love the product thus far, but there is a typo on the Random Table regarding Feats of Legend for the Ancestral Weapons. One of them says "This weapon bought a city to ruin," but I think you mean "This weapon brought a city to ruin" I cannot wait to make a bunch of fun, powerful weapons to have in my DnD game for NPCs and players.
Customer avatar
Dungeon R March 12, 2019 11:11 am UTC
Hi Cody, glad you are enjoying it, and thanks - will get this amended in v1.2!
Customer avatar
Wayne T March 11, 2019 4:59 pm UTC
I love this idea but was wondering how hard/easy this would be to implement in DnDBeyond? I ask because my groups rely heavily on that service so I would have to be able to recreate these items in there.
Customer avatar
Dungeon R March 12, 2019 11:12 am UTC
Hey Wayne. You'd need to make the items manually. You can do this as a homebrew item (which I think you can edit) each time it earns new upgrades. It's not a lot of work and keeps them all there nicely.

Hope this helps!
Customer avatar
Wayne T March 12, 2019 6:11 pm UTC
That's what I thought and I agree, it's not too bad a process. You just got yourself a sale. :-) Thanks for the speedy answer!
Customer avatar
Maik V March 10, 2019 10:01 pm UTC
I am planning to allow this supplement for a hexblade player of my DnD 5e group. However a rules question has come up.

Page 7, Skill Magus (level 1): You mention here a "+2 to spell attack and +2 to AC". Is this a typo and you meant "+2 to spell attack and +2 to spell save DC"?
A +2 AC seems a bit too strong considering its a permanent +2, while Duelist (level 1) only gives a temporary +1 AC bonus and only at the cost of the players reaction.

Would be awesome if you could clarify if this is a typo or not, and in case it isn't, explain your reasoning behind this choice.
Otherwise your supplement looks great. Looking forward to how it will play out in my campaign!
Customer avatar
Dungeon R March 12, 2019 11:16 am UTC
Hi Maik,

This is a typo on v1.1 that has happened in updating it. Magus (level 1) should read: Whilst holding this weapon you have a +1 bonus to spell attack rolls and a +1 bonus to AC. Each level in Magus increases each of these values by 1 (Magus level 2 is 2 to spell attack and 2 to AC etc).

Annoyingly when rewriting this from 1.0 to 1.1 I managed to make a different error!! This will be updated in v1.2 soon.

Customer avatar
Hiten D March 07, 2019 10:29 pm UTC
Going to paste the text of my review here as well, in case it warranted any further discussion:

This is an incredibly well thought-out supplement that would be ideal to use in games where you don't want to bother with standard magic items, and instead give players a signature weapon that carries significance to their characters. There is potential here for players to bond so much with their weapon that DMs won't even need to worry about other magic item rewards.

It is a very cool concept, but I must admit that I have tried a similar version of this in my own games before and it back-fired. Players started to expect too much too quickly, and were not sufficiently patient for the upgrades. It incentivizes a certain type of game-play that I'm not comfortable with ("Hey, DM, pretty heroic deed wasn't it? Who else needs saving? No rest, no downtime, must get spirit points!! arghh!! Why are you guys sitting around?!?! we need to level up!"). This is kind of my beef with the Inspiration...See more
Customer avatar
Sean W March 07, 2019 6:04 pm UTC
I think this a very interesting concept and I will love to try this out in my game!

For a side note, do the upgrades and system work well with armour or defensive equipment or accessories?
Customer avatar
Dungeon R March 07, 2019 7:49 pm UTC
Hi Sean, although the system is designed to be used with all types of items (we may or may not have plans for this...), some of the upgrades will work for sure. However they weren't designed with Armor in mind and as such may end up feeling mechanically or thematically odd, so would require some 'common sense' to prevail on behalf of those using it. For example, "Armor of the Plaguedoctor" with Poisonward, Guardian (level 1 - constitution), and Bolstering would work fine both thematically and mechanically.
Customer avatar
Alexander P March 07, 2019 5:47 am UTC
Still reading through this and I'm liking what I'm seeing.

Dancing weapon could probably be moved lower and follow the Spiritual Weapon spell rules.
Customer avatar
Damian F March 06, 2019 8:06 pm UTC
A player in my campaign bought this for me, have to say I'm very impressed and have been creating Ancestral weapons for my party. We'll be testing them out for the first time this weekend.

A couple of minor typos I've noted:
- On page 15, it says "Tier 4: Level 16+ Upgrades" - however, other mentions of the tiers work on levels 5, 10, and 15.
- On page 18, the "Ancestor Personalities" table says to roll a d20, but only 10 options exist.

Other than that, it's all pretty good. The ability to also adapt it for normal weapons means that, when I eventually start my Sequel campaign, I can make my players unlock better equipment without having to keep leaving out new loot! :D

Customer avatar
Dungeon R March 06, 2019 8:29 pm UTC
Hi Damian,

Glad you are enjoying them - I hope they serve your party well.

These errors have been amended in a v1.1 that will be ready later this week, you should get a notification when it is available.

Customer avatar
Damian F March 06, 2019 10:06 pm UTC
Alright, glad to hear it :D
Customer avatar
Noah B March 06, 2019 4:55 pm UTC
Can this be reconciled with the Ancestral Weapon Sorcerous Bloodline in Mordenkainen's Codex of Allies? Or if one is used should the other be ignored?
Customer avatar
Dungeon R March 06, 2019 5:24 pm UTC
I just had a quick look at the Sorcerous Bloodline and if the DM is happy to use both I feel these could be reconciled. You'd need to decide on a couple of very minor points though:
- Should the player need to purchase the 'focus' upgrade on the weapon, seeing how this is a feature of the subclass build
- The rules are only at adds on what an ancestral weapon is. In the supplement, it stays with you, however, in the codex of allies it can be any weapon. I would use the rules from this supplement in this circumstance as the codex of allies rules are there to allow you to scale, which is already covered.

These could even realistically be ignored entirely and the products would still work.

So all in all, it should be compatible with Mordenkainen's Codex of Allies by Clan Crafter Hralding with just a couple of small agreements at the table.
Customer avatar
Njål R March 02, 2019 4:18 pm UTC
First off I have to say that I think this is a great idea, and it makes it much easier to generate magical items on the fly which is always useful. That being said though, I found most of the options in this book to be dramatically lacklustre, especially when it came to items who were supposedly meant to be Very Rare or even Legendary in strength and which fall pathetically short of that fantasy.

In no area is this more apparent than in regards to items with spellcasting traits, which tend to be weak and uninspiring with the notable exception of the Magus trait. Most of these traits are so "overbalanced" that they fail to compete with the items presented in the DMG. More of a problem than one might at first realise since it means that players may feel forced to unattune from their ancestral weapon in favour of a much less exciting but more mechanically powerful object such as a Staff of Fire.

Once we get to Very Rare, we quickly find that nothing here would ever be able to compete...See more
Customer avatar
Dungeon R March 02, 2019 6:07 pm UTC
Hey! Thanks for the feedback - we are really passionate about this product so are always looking for constructive criticism and ways to improve.

We will be continuing to monitor all the costs and limitations of the upgrades, as well as the upgrades themselves. We are then planning to issue updated versions to make things nice and polished!

No amount of theory-crafting or playtesting can make up for the experience of real players using this supplement so we really do appreciate you taking the time to come back to us.

If you (or anyone else for that matter!) have any further comments then we would love to hear from you at

Happy gaming everyone!
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File Last Updated:
March 07, 2019
This title was added to our catalog on March 01, 2019.