Base Class: Warlock
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Patron of Legends Spell list
Warlock level 3 - Second level: Death Armor, zone of truth, blindness/deafness, prayer of healing
Warlock level 5 - third level: mass healing word, remove curse
Warlock level 7 - Fourth level: Summon Construct, Death ward
Warlock level 9 - Fifth Level: Dispel evil and good, Raise Dead
Story Telling - Local legends
Summon legends from the past and grant them life, new though dwindling. Your charges equal to proficiency bonus, time limit base thirty seconds (five rounds), Regain all charges short or long rest. They are but empty vessels lacking their former glory, imitations, for now at least. Requires a bonus action to command them.
Max summon cap current: 1
legend classes: Fighter, Rogue, Wizard, Cleric
Medium humanoid, any alignment
Armor Class: 8(fighter, Rogue) 6(cleric) 4(wizard) + charisma modifier of the user.
Hit points: per Warlock level x d6 (Fighter, Rogue) d4 (Wizard, Cleric)
speed 30ft (Fighter, wizard, cleric) 40ft (rogue)
Fighter : STR: 14 DEX: 12 CON: 12 INT: 10 WIS: 11 CHA: 10
Rogue: STR: 12 DEX: 14 CON: 12 INT: 10 WIS: 12 CHA: 10
Wizard: STR: 10 DEX: 12 CON: 10 INT: 14 WIS: 12 CHA: 10
Cleric: STR: 12 DEX: 12 CON: 10 INT: 10 WIS: 14 CHA: 10
Saving throws: main stat
Skills: fighter: athletics) (Rogue: acrobatics) (Wizard:Arcana) (Cleric: medicine)
resistances: none
Immunities : none
Senses: passive perception 11 (cleric 12)
Languages: (Any language(s) they knew in life, plus one you know.)
Proficiency bonus: +1
Traits: none
Actions: (Fighter: Strike. choose the Melee weapon: +(3) to hit. reach 5ft. (Battle axe: 1d8+ slashing (d10)) or Reach: 10ft. (Lance: 1d10 piercing)
(Rogue: Shoot: +3 to hit. reach 30/120ft. (Hand crossbow: 1d6 piercing) and Reach 150/600 (longbow: 1d8 piercing)
(Wizard: Cantrips: Elementalism, Prestidigitation, Chill touch. (+3) to hit lv.1 : magic missle. (2 spell slots for this spell) and (Dagger (+2 to hit) 1d4 pierce) spell save dc:11
(Cleric: Cantrips: Toll the dead, thaumaturgy. lv.1: Healing word. (2 spell slots for this spell) and (mace. (+1 to hit) 1d6 blunt) (healers kit)
Feats: Fighter: Savage attacker Rogue: Speedy Wizard: Magic initiate Cleric: Healer
Story telling- Living legend
Your legends have begun to grow in strength, allowing them to regain their egos. Legends can now act independently, taking their turn after the story teller without needing to be commanded and are granted the weapon from their life that suits them instead of a premade weapon. The time for a legends summoning also increases to one minute , and you may now summon one extra legend to the field at a time. Weapon is decided upon creation of said ego, weapons are magical.
Max legend cap: 2
summon life time: 1 min
Egos: roll d6 when summoning legend
Stoic: Legends with this ego increase ac by one point.
Brash: legends with this ego gain 5ft of movement extra to their speed.
Keen: legends with this ego have a +1 to perception checks and passive perception.
Sadistic: legends with this ego gain plus one to hit modifier
cold: legends with this ego take -1 damage from all sources.
Heroic: legends with this ego gain a plus one to damage modifier.
Story telling - Essence
You have remembered not only the stories but what they meant when they first reached you, granting your legends fortification. Fortification: You are now able to add your proficiency bonus when determining a legends Armor class, amount of dice rolled for hp, and their own proficiency bonus.
All legends highest stat increases by your proficiency bonus.
Story telling- Major legends (unfinished)
As you have grown stronger so too have the stories your body can support. Now you are able to handle warriors who's true might was staggering back in their day. Only one Major legend may be summoned at a time, major legends require two charges to summon.
Major legend classes: Fighter, ranger, wizard, cleric
Medium humanoid, any alignment
Armor Class: 10(fighter, ranger) 8(cleric) 6(wizard) + charisma modifier of the user,
Hit points: per Warlock level x d8 (Fighter, Ranger) d6 (Wizard, Cleric)
speed 30ft (Fighter, wizard, cleric) 40ft (ranger)
Fighter : STR: 16 DEX: 14 CON: 14 INT: 12 WIS: 13 CHA: 12
Ranger: STR: 14 DEX: 16 CON: 14 INT: 12 WIS: 12 CHA: 12
Wizard: STR: 12 DEX: 14 CON: 12 INT: 16 WIS: 14 CHA: 12
Cleric: STR: 14 DEX: 14 CON: 12 INT: 12 WIS: 16 CHA: 12
Saving throws: main stat
Skills: fighter: athletics) (Ranger: acrobatics) (Wizard:Arcana) (Cleric: medicine)
resistances: none
Immunities : none
Senses: passive perception 11 (cleric 12)
Languages: (Any language(s) they knew in life, plus one you know.)
Proficiency bonus: +2
Traits: none
Actions:
Feats: Fighter: Savage attacker
Ranger: Speedy
Wizard: Magic initiate
Cleric: Healer
Story telling- True legends (unfinished)
Medium humanoid, any alignment
Armor Class: d8(fighter, ranger) d6(cleric) d4(wizard) + charisma modifier of the user, + (1 per point used in the summoning (unlocked lv 6.)
Hit points: per Warlock level x d6 (Fighter, Ranger) d4 (Wizard, Cleric)
speed 25-30ft 40ft (ranger)
Fighter : STR: 13 DEX: 12 CON: 12 INT: 8 WIS: 11 CHA: 10 (initiative +1)
Ranger: STR: 12 DEX: 13 CON: 12 INT: 10 WIS: 12 CHA: 8 (initiative +2)
Wizard: STR: 8 DEX: 12 CON: 10 INT: 13 WIS: 12 CHA: 10 (initiative +1)
Cleric: STR: 12 DEX: 12 CON: 8 INT: 10 WIS: 13 CHA: 10 (initiative +1)
Saving throws: main stat
Skills: fighter: athletics) (Ranger: acrobatics) (Wizard:Arcana) (Cleric: medicine)
resistances: none
Immunities : none
Senses: passive perception 11 (cleric 12)
Languages: (Any language(s) they knew in life, plus one you know.)
Proficiency bonus: +2 (+half the players proficiency bonus rounded down) unlock level 10
Traits: none
Actions: (Fighter: Strike. choose the Melee weapon: +(3) to hit. reach 5ft. (Battle axe: 1d8 slashing (d10)) or Reach: 10ft. (Lance: 1d10 piercing)
(Ranger: Shoot: +3 to hit. reach 30/120ft. (Hand crossbow: 1d6 piercing) and Reach 150/600 (longbow: 1d8 piercing)
(Wizard: Cantrips: Elementalism, Prestidigitation, Chill touch. lv.1 : magic missle. (2 spell slots for this spell) and (Dagger 1d4 pierce)
(Cleric: Cantrips: Toll the dead, thaumaturgy. lv.1: Healing word. (2 spell slots for this spell) and (mace. 1d6 blunt)
Feats: Fighter: Savage attacker Ranger: skilled Wizard: Magic initiate Cleric: Healer
Previous Versions
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9/18/2026 10:19:07 PM
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