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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 (25)
Discussions (45)
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.
Customer avatar
David S February 07, 2020 8:11 pm UTC
Has anybody tried this one in combination with The Complete Armorer‘s Handbook by heavyarms?
Customer avatar
Chris B January 01, 2020 11:56 pm UTC
I love this book i do have one question. You have an Axe with elemental attunment (fire) and overpowered (ice) and yet i can not find those enhancements. am i missing something?
Customer avatar
Patrick B February 09, 2021 2:24 pm UTC
Those upgrades don't exist in the upgrades. I think that they have been drawn before final printing.
Customer avatar
Michael S November 30, 2019 5:46 pm UTC
I really like this book. It gives a history to weapons, but even better it ensures that a character can have that signature weapon that grows along with their legend so they never feel the need to exchange it for a better one. I'm with one of the commentators below that it should either be expanded to include other magical items.
Customer avatar
Hannah O October 11, 2019 4:05 pm UTC
My group has been using your Ancestral Weapons system in our game, and it has worked really well! Thank you for building this; it provides a strong story element in RP as well as allowing us to feel connected to our weapons and not have to give them up as we find better, magical ones.

However, I am introducing a new character (and retiring my old), who's a wizard. I love telling a story of the weapons to create a richer campaign, so I want to be able to use this as a wizard. But, my character won't really be using a melee weapon, and a lot of these are weapon damage based.

Would you guys ever think about putting together an Ancestral Items list? Also, how could I make the best use of the AW system as a wizard?
Customer avatar
Robert K November 06, 2019 5:14 pm UTC
There are several upgrades that add an extra spell slot, give proficiency, gain swim/fly speeds, and stuff like that within the list. Id make it a staff or a symbolic weapon like a crystal sword or a bell mace or something and give it the upgrades like an ioun stone would have, or simply homebrew the DMG bonuses like 'Infusion' or 'enhanced weapon' to affect cantrips, since they are near direct correlations to mundane weapon attacks.
Oh, and theres upgrades for spell attack bonus, and AC for that squishy wizard. even sarumon had a magic staff.
Customer avatar
Patrick B February 09, 2021 2:29 pm UTC
I've come with similar questions from my players. Our Barbarian/cleric (yeah I know) have Dawnbringner from the OOTA (sentient +2 sunblade) so he came up with the idea of a ceremonial weapon attached to his belt that gives bonuses and buff. He won't use it as a weapon properly.
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File Last Updated:
March 24, 2019
This title was added to our catalog on March 01, 2019.