Base Class: Warlock
You've made a pact with a large collection of spirits. Whether they are a wandering band or focused in a mass grave or necropolis is up to you. These spirits see you as a means to channel their power to complete their unfinished business, which usually involves the will of a legion and can be larger than life.
Alternatively, these spirits could be something other than the dead altogether, originating from the Unformed Land, the spirit world that contains all living things that have not had the chance to walk this earth, but someday will. Spirits of the unformed land are not always human, and can be destined to become any plant, animal, or person. These spirits want to change the world through you in an effort to make the world a better place for themselves when they finally arrive.
Legion of Spirits Expanded Spells
The Legion of Spirits lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Animal Friendship, Detect Evil and Good |
| 2nd | See Invisibility, Augury |
| 3rd | Aura of Vitality, Spirit Guardians |
| 4th | Arcane Eye, Conjure Woodland Beings |
| 5th | Commune with Nature, Wrath of Nature |
Spirit Barrage
Starting at 1st level, the damage type of your Eldritch Blast spell becomes necrotic, and they deal an additional 1d4 cold damage per beam.
Haunt
Starting at 6th level, you conjure spirits to torment your enemy. You may order your spirits to target a creature within 60 feet. The creature must make a Wisdom saving throw or be tormented by the spirits. While your spirits torment this creature, they are under the effect of Hunter’s Mark and have disadvantage on Concentration saving throws and cannot benefit from rests, though taking a long rest allows them to re-roll the saving throw. Your spirits last for up to a number of days equal to your Charisma modifier, until the creature makes the save, or until you use this ability again. This ability also ends if the target of your ability is the target of the remove curse spell.
Spirit Walk
Starting at 10th level, you gain the ability to become ethereal for a number of rounds equal to your Charisma modifier. You gain an additional 10 feet of movement per round and are treated as if you are under the effects of the Etherealness spell for the duration. This ability can be used once per short or long rest.
Ethereal Legion
Starting at 14th level, your connection with the spirits becomes strong enough to allow them to affect this world. Once per long rest, you can use this ability to create an aura in a 30 ft sphere around you that lasts 1 minute. Any number of creatures you choose within the area must make a WIS saving throw (against your spell DC) immediately and at the beginning of each turn they begin inside the area. On a failed save, they take 5d8 psychic damage and come under the effects of your choice of either the slow spell or the Enemies abound spell (chosen when you use the ability); on a success, they are not affected by either spell and take half damage. If a creature leaves the radius, the spell effect on them ends.
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