Thas the effect of Spirit Shield of the Path of the Ancestral Guardian can happens after the effcts of Ancestral Protectors?

this question is something that has been in my head for some time. is says that with Ancestral Protectors of some one gets hit they half the damage, so can you use Spirit Shield after the effect of Ancestral Protectors to reduce even more damage, that if you thit the effect of Spirit Shield bifore the damage is half¡?

Most effective way of improving survivability for an Ancestral Guardian Barbarian?

The Path of the Ancestral Guardian Barbarian (Xanathar’s Guide to Everything, p. 9-10) is an extremely powerful barbarian. It pretty much makes your allies invulnerable against an enemy boss.

But it does nothing for your own health. It will greatly incentivize enemies to take you down first to be rid of your annoying Guardian benefits.

Assuming I’m currently level 3 as an Ancestral Guardian, and leveling soon to 4, my stats are average (point buy), and I have no healing from allies, what is the best way to maximize my survivability for fights to come?

  • I’m willing to look into multiclassing, if there’s a valid strategy there.
  • I don’t expect anyone else to grab any healing abilities.
  • I’m not interested in specific magical items. (Potions and other common/uncommon magic items are fine)
  • I expect the campaign to last until about level 10.
  • By character level 10, I would like to have at least 6 levels of Barbarian
  • Emphasis on surviving against bosses, if possible.
  • Expected about 2 combat encounters per day.

If it helps refine your answer, my party consists of:

  • A Champion Fighter (who is very cowardly and selfish, doesn’t tank much)
  • A Fey Warlock (fairly standard, supportive player)
  • An Evocation Wizard (who lives to blow stuff up)
  • A Ranger/Rogue (who uses stealth and long range)

A dwarven Path of the Ancestral Guardian, good builds/tips? [closed]

Recently I finished playing a character of mine in a long-running D&D campaign. My DM and I both decided it’d be best to leave my character behind because his story was finished and there was no reason for him to stay any longer.

The thing I’m having a problem with is creating a (level 12) barbarian. I’ve never played barbarian before but it seemed like a lot of fun to me! Path of the Ancestral Guardian especially spoke to me because the idea behind it is just so cool and I like being able to help my team whilst also doing damage and being able to soak it myself. The reason I really want to play a dwarf is that my party recently saved a group of dwarves from an erupting volcano (which turned out to be a monster), and I want to make a character who is thankful to them and wants to offer them his services in return.

Do any of you have any tips for me on creating such a character? What skills are important for me and which things are better to leave for other characters?

Here’s a list of my party members at this moment:

  • A Chronomancer Wizzard, a very smart character who focusses on utility spellcasting/crowd control and intelligence.
  • A Phoenix Sorcerer, an incredible fire-themed sorcerer who focusses on charisma and blasting our enemies to pieces
  • An Oath of Conquest Paladin, a dickhead paladin who deals amazing melee damage and also currently the tank of our team
  • A Circle of the Shepherd Druid, a weird but friendly guy who focusses on survival/healing and action economy. This guy also has an awakened bear, a totem of the bear “barbarian”. This bear is mainly focussed on protecting the druid though, so there is no need to take him into consideration.
  • A Pact of the Undying Warlock, an edgy but loveable character focussing on AoE, necrotic damage, and summonings.

Thanks a lot for your time!

Bladebound Magus and Ancestral Weapon

Can a Magus choose his ancestral weapon to be his black blade? The result would be a small buff to the black blade — making it either cold steel or alchemical silver.

In terms of flavor it’s a perfect fit (from black blade description):

Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

But I’m not sure if it’s allowed RAW.

Does the Ancestral Guardian barbarian’s Ancestral Protectors feature only work on your first attack after raging, or can you apply it every turn?

Does the Ancestral Protectors feature only work on your first attack after raging, or can you apply it every turn?

I have been wanting to make a Path of the Ancestral Guardian Barbarian, and I have been asking myself this question. Because if it does, it sounds pretty good, and maybe even on the overpowered side of things. Just imagine it against a boss.

How to explain an ancestral guardian’s spirit features suddenly gained at level-up? [on hold]

I’m a new DM leading a 5e campaign with new players. Most of the characters, who are a cleric, two druids, and a fighter, do not gain weird new powers when they level up.

But the barbarian (still level 2) chose the Path of Ancestral Guardians, and when he gets to level 3, he unlocks the “Shaman King” spirits. I don’t know how to explain that in a “narrative” way.

I was thinking to have a random spirit enter his body while he is still level 2. He should not recognize anything at first, just his axe feeling lighter.

Later in the game the spirit will come out and help the barbarian while fighting. Later on the spirit will “grow” and acquire his old power and wisdom more and more, so I can explain the power-ups and “Consult the Spirit” (level 10 ability), and will eventually remember his past, as a great barbarian who fought something cool.

Is this the right way to explain this feature?

How does the Ancestral Guardian barbarian’s Ancestral Protectors feature work if you hit something before you start raging?

The Ancestral Guardian barbarian feature Ancestral Protectors (XGtE, p. 10) reads as follows:

Starting when you choose this path at 3rd level, 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 its 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.

Assuming I have a fighter dip, what would happen if I hit a creature then used BA to rage? Would the ancestors target the creature I hit at the start of my turn even though rage was initiated after the hit?

If I then action surged and hit something else, would they target that?

I’m specifically wondering if you can use booming blade to trigger the ability RAW.