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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 (18)
Discussions (36)
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
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
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
john K September 09, 2019 2:57 am UTC
Has an item character sheet been made yet? I can't wait to use this in my new group, but this would be super handy to have.
Customer avatar
Nave T July 25, 2019 8:14 pm UTC
I loved the concept of the Vestiges of Divergents from Critical Role, but this is even better! It really puts more player driven story into the items and world since they chose the direction for the item. As both a player and a dungeon master thats just really awesome to see, as it truly is an item that grows and changes with you- and not always how you initially planned for it. The crafting system for a non ancestral magic item also makes it much easier for a DM to judge how hard it is to craft a certain item (something i've personally struggled with while running games) so its a huge help in the more nitty gritty portions of playing or estimating costs. I look forward to implementing this in the future!

I do have one clarification however, under the Upgrade Restrictions section, the wording somewhat confuses me- Do things with the (Level #) tag count the (Level #) as a name? IE can you not take both enhanced weapon (level 1) & infusion (level 1) as they both have the tag? The same goes...See more
Customer avatar
Charles L July 19, 2019 12:45 pm UTC
Love love! this book! May I ask what was updated from version 1.1 to 1.2?
Customer avatar
Cameron A June 23, 2019 4:24 am UTC
I am currently working on additional upgrades for Ancestral Weapons for the Epic Legacy supplement by 2CGaming and I was wondering you had any extra ideas the would help. In case you are wondering Epic Legacy adds 10 additional levels and many abilities to 5E. Thanks for reading.

Customer avatar
Darren A L June 09, 2019 9:44 pm UTC
My initial read and creation of a couple of items was very promising. Now that I have begun to use it in my current campaign, it does live up to expectaions. My players like it because it gives some of them a chance to wield truly original items, and I like that I can slim down magic item drops. I even made a couple of non-weapon ancestral items. A set of rings for my comic book lover ala the Mandarin, and a cloak. Not everything created with this resource needs to be a weapon to make people happy. :D
Customer avatar
Ryan C May 21, 2019 11:35 pm UTC
This book is AMAZING. It has added so much player inclusion, and given us a good baseline to work off of when designing legendary weaponry.
(Our homerule is with ancestral weapons, players choose their upgrades and with legendary weapons the DM chooses)
I HIGHLY recommend this product to anyone who wants to make their players feel like great heroes.
Customer avatar
Stephanie R May 07, 2019 11:08 pm UTC
I like this booklet. It's a great idea, and the system at a glance seems mostly balanced. However, there are a couple of issues that need to be brought up.

The first is the poaching of class features. The most obvious and harmful culprit here is Battlemage, which poaches the level 7 and 18 features from Eldritch Knight and the level 14 feature from Valor Bard. Furthermore, homebrew martial archetypes for full caster classes often give similar features at level 6 in place of Extra Attack. I haven't noticed any other upgrades that poach iconic features in this manner. Even Spell Storing is limited and all that gives you is a once-a-day low-level spell with a static spell slot level and modifiers. An upgrade that stomps on the toes of particular classes is grossly unfair for people who play those classes. It would be different if there were upgrades that let you choose other iconic high-level class features, and they would all still need to be limited upgrades with a non-trivial price, not a 4-point...See more
Customer avatar
Nathan S April 28, 2019 8:20 pm UTC
After buying it I showed it to some other DMs/Players and they all love it! I have two-ish questions about Crafting Magic Items.
1) After crafting an item, since it cannot gain spirit points, can you buy more spirit points to upgrade the item?
2) Since crafted magic items require no special attunement (except for very rare and/or legendary), can the item be able to become an ancestral weapon (weapon linked/bonded through bloodline)?
2a) If No, then how were the ancestors able to craft this link/bond through their bloodline?
Customer avatar
Dungeon R May 12, 2019 3:53 pm UTC
Hi Nathan,

1) After crafting an item, since it cannot gain spirit points, can you buy more spirit points to upgrade the item?
The way it was designed, weapons are crafted OR ancestral - they are separate instances, but presented in the same supplement.

2) Since crafted magic items require no special attunement (except for very rare and/or legendary), can the item be able to become an ancestral weapon (weapon linked/bonded through bloodline)?
No, as per the way it is written. BUT feel free to do this in your game if you wish!

2a) If No, then how were the ancestors able to craft this link/bond through their bloodline?
An Ancestral Weapon is forged in the heat of battle, when feats of legend occur the weapon is imbued with power. This is different to creating a 'standard' magic weapon - these are something different.

Obviously, you are welcome to make whatever changes you wish in your games!
Customer avatar
Nathan S May 12, 2019 7:50 pm UTC
Ok, so Crafted Magical Items and Ancestral Weapons are completely two different things. As you made it clear, "Ancestral Weapon is forged in the heat of battle, when feats of legend occur the weapon is imbued with power." Therefor a Crafted Magical Item used in the heat of battle, feats and legends etc... can become an Ancestral Weapon.
Customer avatar
Francesco D April 28, 2019 1:59 pm UTC
This product is AMAZING! This is going to be so usefull in my campaign, thank you for such great content. I think there are two mistakes at page 24, the "Griffon's Rest" very rare version has a +1 to attack & damage rolls, but it has the 2° level Enhanced Weapon, and also has only +1d6 radiant damage to smite, instead of the +2d8 given from 2° level Charged Smite (this last one is also present in the legendary version of the weapon).
Thank you again and keep on the great work!
Customer avatar
Dungeon R May 12, 2019 3:54 pm UTC
Thanks, Francesco, I'll ensure these are amended in the next update.
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This title was added to our catalog on March 01, 2019.