Wrath of the Ancestors
Nightsister MagickDark- Cost
- 6 FP
- Activation
- Action
- Range
- 60 ft (20 ft radius)
- Recommended Lv
- Lv 13+
Effect
As an Action, you call down the fury of the Dathomiri dead on a point you can see within 60 ft, filling a 20 ft radius. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 5d8 energy damage and is knocked Prone. On a successful save, it takes half damage and is not knocked Prone.
At the Table
The squad of battle droids has the Nightsister coven pinned in a Dathomiri ravine, so the elder spends 6 FP and an Action to call down the wrath of the ancestors on a chokepoint 50 ft out, filling a 20 ft radius with the fury of the dead. Every droid inside rolls a Dexterity save against DC 8 + her Proficiency Bonus + her Wisdom modifier; the four that fail eat 5d8 energy damage and crash Prone in the dust, while the one that ducks aside takes half and stays on its feet. Next round her sisters mop up the prone wreckage at advantage. A devastating opener when enemies cluster.
In the Lore
Wrath of the Ancestors reflects the core conceit of Nightsister magick: the witches of Dathomir do not simply wield the Force, they bargain with and channel the spirits of their dead, drawing power from the planet's ichor and the ancestral coven. This spirit-summoning tradition is most associated with Mother Talzin and the Nightsisters seen in Star Wars: The Clone Wars, whose rites could call the dead to fight for them — most strikingly in the resurrection of fallen sisters as zombie warriors against General Grievous's droid army. The discipline echoes forward through canon in figures like Morgan Elsbeth and the witch Merrin of Dathomir (Jedi: Fallen Order), and through Legends in Ventress's own Dathomiri roots. As a Dark-side art, it sits apart from orthodox Jedi and Sith practice, a regional shamanic tradition that treats the ancestral dead as a living wellspring of destructive power.