Warlock
Base Class: Warlock

You have made a pact with the phantom of a legendary figure awakened from the resolve and desire of your heart. This bond you have formed helps you draw out your own power as well as influence those around you-strengthening your allies and weakening your foes. 

Throughout differing cultures there arise common archetypes. The hero king, the martyr, the messiah, the old sage, the benevolent thief, and more appear across countless civilizations in both their mythologies and histories. These dwell within the hearts of people, being shaped by and in turn shaping them. Your heart has called out to one such legendary figure. In order to achieve your ambitions you have made a deal with them. As you grow stronger or your psyche changes this spirit may change or you may draw additional spirits to you.

A shadowy or ethereal form of this figure may appear when you call upon their power. You might draw out their power in a variety of ways: crushing a glass figure, tearing a card, drawing an image. Afterward done utilizing their power the item reverts to its normal state. The figure(s) may come from your world or come from across different planes of existence.

Expanded Spell List

The Phantom Legend 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.

Phantom Legend Expanded Spells
SPELL LEVEL SPELLS

1st

heroism, bane

2nd

enhance ability, locate object

3rd

phantom steed, protection from energy

4th

conjure minor elementals, phantasmal killer

5th

conjure elemental, legend lore

 

Inspire

Starting at 1st level, you gain the ability to draw out a spark of power from heroic spirit of your allies growing legend. As an action, choose one ally you can see. The ally gains 1d6 damage bonus on their next attack that hits. The amount of extra damage increases by 1d6 at 3rd level and every two levels afterwards.

You can use this feature a number of times equal to your Charisma modifier. When you finish a short or long rest, you regain all expended uses.

Substitute

Starting at 6th level, you can use your connection to inner heroic spirits to move your allies into a more advantageous position. Choose two willing allies. Using your action you cause them to trade locations.   

Once you use this feature, you can’t use it again until you finish a short or long rest.

Protect

At 10th level, you can draw out more power from the inner phantom of your allies. When the ally who last benefited from your baton pass is targeted is hit by an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses, regardless of the roll, as a manifestation of their heroic self deflects the attack.

Full Assault

Starting at 14th level, you have gained mastery over the legendary phantoms dwelling within hearts. On your turn you can use an action to fully draw out the eidolons of your allies' legends. Each ally can take a full turn. All actions are done by the manifestation which has all of the exact same stats and equipment as their character. The manifestation is separate from their physical body, which remains in place and takes their turn as normal once the normal combat order resumes. 

After every ally has used the phantom to take a turn the manifestations dissipate and action resumes as if your action has just ended. 

Once you use this feature, you can’t use it again until you finish a long rest.

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