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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 (27)
Discussions (49)
Customer avatar
Philipp L July 22, 2022 10:37 am UTC
Hi, are there any chances, I can get this in german and since I'm new on this page: If I purchase smth, will I only get a PDF or will I receive a printed version?
Customer avatar
Sarah Z July 26, 2022 7:25 pm UTC
You're purchasing a pdf :)
Customer avatar
Philip N July 20, 2022 8:05 am UTC
I really enjoy the concept of customizable ancestral weapons that grow and scale with the players, which adds mechanics to the flavor that I've had players want to implement in the past. I'm writing a long-term 5e campaign right now and planning to allow my new group access to this material, and I think it'll be a lot of fun.

One small issue/typo I found while reading through the upgrades and examples in Chapter 2 was the twin-headed greataxe example "Fire & Ice", which states it has "Elemental Attunement (Fire), Overpowered (Ice), and Spell Storing (Level 1 - Absorb Elements)".
However, the first two of these upgrades don't exist in the list of upgrades available. I'm not sure if they were replaced with new names and the description on the greataxe is wrong, or if the upgrades are simply missing from the chapter. Would love to see this fixed!
Customer avatar
Charles D June 30, 2022 5:25 pm UTC
My download keeps saying failed source file not found?
Customer avatar
Alois B June 27, 2022 6:07 pm UTC
A couple of questions:

What does "limited" mean? The only thing I can find in the PDF about it just says it requires attunement. But the "Duelist" (+1 to AC) and the "Flying" (fly speed equal to your walking speed) both have the "limited" tag... is that a certain number of uses per day? Or is that forever? Does the AC bonus stack? Could I have infinite AC for the low, low cost of 3 spirit points?
Customer avatar
Billy C July 13, 2022 1:03 am UTC
You can only have so many limits stacking.
Customer avatar
Jeff S June 13, 2022 1:35 am UTC
Love the book and would get a POD copy, but any chance of the spelling and grammar mistakes getting fixed first?
Customer avatar
Couri H June 07, 2022 1:39 am UTC
So this looks really cool and I am excited to implement it, but there are some inconsistencies when looking at features versus examples. The Infusion level 1 property says it adds a d6, but in the magic item quickbuild section has a weapon example with infusion that only adds a d4. Also, if you look at spells in 5e, psychic damage tends to have a degree of dice lower damage than equivalent spells of different damage types, because very few creatures have resistance to it, and is therefore is a little more valuable, so it should be worth more to have a weapon infusion that adds a d6 psychic then one of fire, for instance. Also, the first of your playtester weapon examples does not have updated properties in its leveled versions, regarding the +2 to attack and damage enhancement property in the lvl 2 version and the lvl 2 and 3 smite properties.
Customer avatar
Francious D May 08, 2022 8:38 pm UTC
What are the chances of this being released as a foundryVTT module in the near future?
Customer avatar
Daniel R February 06, 2022 12:25 am UTC
Any chance of getting this in POD?
Customer avatar
Evan N October 17, 2021 6:07 pm UTC
As comments mention below there's a few redundancies and missing rules text.

My only complaint is that there are not really caster options. You have Magus, but nothing grants to spell saves as in-game items do. Even caster-centric options are still martial-focused. Would like to see a post-Tasha's update with wording fixes and a potential supplement focused for casters.
Customer avatar
Brent D September 17, 2021 5:41 pm UTC
My DM is using this and we're finding it very useful. So far there are 2 weapons in the campaign designed from this, and they have been cool additions. I also have some questions about a couple of the upgrades:
1) Duelist - Does the AC bonus apply against the triggering attack? What is the duration of the AC bonus?
2) Doomerang - What is the range for the thrown weapon?
Customer avatar
Stephen W May 31, 2021 10:02 pm UTC
I was surprised there wasn't a returning effect. Throw dagger/ax/whatever and it comes back to your hand.
Customer avatar
Dert S October 30, 2021 12:19 am UTC
Customer avatar
Dungeon R October 30, 2021 6:56 am UTC
There is one, Doomerang!
Customer avatar
Stephen W March 04, 2022 1:37 am UTC
Doh! I missed it!
Customer avatar
Brandon T March 19, 2021 7:54 pm UTC
is this coded for fantasy grounds?
Customer avatar
Ralph T April 22, 2021 2:00 pm UTC
Yes, and here you go.
Customer avatar
Patrick B February 09, 2021 3:31 am UTC
Problem with Spell Storing Level 4 and 5 (lvl 5 is marked as level 4). Level 4 is:You must complete a short or long rest before you can use this ability again, but level 5 is only long rest ?
Customer avatar
Patrick B February 09, 2021 3:33 am UTC
Oh by the way my players are loving this !!!! It adds another layer !
Customer avatar
Riley C January 12, 2021 7:33 pm UTC
Have you thought about doing an expanded version of this that replaces all magic items with this spirit points system?

I really like your system, and would really love to swap out literally everything with it.
Customer avatar
Andrew M October 21, 2020 10:59 pm UTC
Is the intention with 'Charged Smite: When you deal damage with the divine smite feature, you deal an additional d8 radiant damage' that the maximum number of D8s you can roll in a divine smite also increases? RAW, the maximum damage a divine smite can deal is 6d8, would this increase that maximum to 7d8?

Thank you!
Customer avatar
Patrick M September 15, 2020 8:56 pm UTC
I had a question regarding the Magus upgrade: Are they cumulative so the level 2 is a +4? Otherwise, why upgrade to level two if the benefit is exactly the same?
Customer avatar
Patrick B February 09, 2021 2:15 pm UTC
upgrades erases the previous one with the same name, so Magus level 1 gives +1 and Magus level 2 makes it +2. They don't stack.
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File Last Updated:
March 24, 2019
This title was added to our catalog on March 01, 2019.