Warlock
Base Class: Warlock

You have made your pact with an old legend– a mortal who has ascended above through the belief of their followers. The legend of Wulfgar from Forgotten Realms, or Heracles from Greek mythology are prime examples. The lingering power of their deeds lends power to warlocks who form pacts with it. Many warlocks emulate themselves to their patrons, becoming clones of their personality, an avatar of their will. Others forgo such loss to their freedom, instead being exemplars of their patrons.

Whereas a divine cleric draws power from established divine entities, the legend warlock weaves their magic from the deeds of their patron. Many warlocks who choose this path, however, commonly find themselves the first adopters of a new religion.

Expanded Spell List

The 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.

Legend Expanded Spells

 

Spell Level               Spells

 

1                Command, Heroism

 

2Suggestion, Enlarge/Reduce

 

3                      Haste, Fear

 

4            Freedom of Movement, Staggering Smite

 

5            Legend Lore, Skill Empowerment

 

The Legend’s Wrath

Starting at 1 level, the influence of your patron also allows you to mystically channel your ardor through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with that is melee. When you attack with that weapon, you add your Charisma modifier, in addition to Strength or Dexterity, for damage rolls for that weapon. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Hero’s Challenge

Starting at 1st level, you can mark an opponent with a heroic challenge, inspiring through your skill and heroism. As a bonus action, you mark a creature within 30 feet for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefit:
-Whenever an attack roll you make hits the target, all other attack rolls gain +1d4bonus against the target until an attack misses.
-Whenever you deal damage to the target, all other damage rolls gain an additional +1d4 against the target until the target deals damage.
-Skill Checks against heroic challenge, all other skill checks against the target gains an additional +1d4

Once you declare a heroic challenge, you can't use the feature again until you finish a long or short rest.

The Legend’s Will

Starting at 6st level, you gain the ability to influence the hearts of others through the resonant heroism of your legend. As an action you gain the advantage to Charisma checks interacting with any creature you can see within 60 feet of you for 1 minute. In addition, any question you ask within this duration requires a Charisma saving throw or be forced to tell the truth. Once you use this feature a number of times equal to your proficiency, you can’t use it again until you finish a long rest.

The Legend’s Ordeals

At 10th level, your Heroic Challenge grows more powerful.
-You can declare a skill challenge as a heroic challenge, gaining the benefits for every success at a task
-The dice used for Hero’s Challenge increases to a 1d6

The Legend Lives On

Starting at 14th level, you become the undying embodiment of your patron’s influence. You gain the following benefits:
-You make death saving throws with advantage
-If you critically succeed a death saving throw you regain 1d20 HP and regain consciousness.   

Warlock: The Legend Image

Comments

Posts Quoted:
Reply
Clear All Quotes