Base Class: Warlock
This patron is not one physical embodied being, but rather a collection of minds and souls, now including you! The origins of this patron can vary wildly, from a being born by the collective wish of a community, to a fiend whose reach has extended beyond its mortal coil, or even a passing dream of one who has existed before the Gods. Their exact purpose can be drastically different as well, but a common theme of expanding their consciousness and creating unity is present among them. Because of this, these patrons are very often found at the center of cults, and in all but rare exception are looked at with some measure of disdain, regardless of intent.
Expanded Spell List
The Legion subclass 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. In addition spirit guardians now deals psychic damage for you and does not require material components.
Legion Expanded Spells
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5th |
Guidance of the Council
Starting at 1st level, your connection to the others of the legion allow you greater insight into combat and skills. Twice per short rest, when you make an Attack or Ability Check, you can choose to make it with advantage; this must be declared prior to making the roll.
Expanded Consciousness
At 6th level, you have begun to tap into the connected consciousness of your patron. You are now immune to being charmed. In addition, you can use an action issue a command to a creature charmed by you within 60 feet without consuming a spell slot.
Fortified Mind
Starting at 10th level, your abilities to both resist and execute psychic attacks are greatly increased. You now have resistance to Psychic damage, and whenever you would deal or be dealt Psychic damage, you can choose any number of those dice up to your Charisma modifier and re-roll them.
Psychic Barrage
At 14th level, you gain the ability to overwhelm the minds of nearby creatures. You can use an action to unleash waves of Psychic energy affecting any number of targets within 20 feet. All creatures chosen must make a Wisdom Saving throw, taking 12d6 Psychic damage and becoming frightened of you for the next minute on a failed save, or taking half as much damage on a successful one. At the end of each frightened creature's turn, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.
Once you use this feature, you must finish a long rest before you can use it again.
Previous Versions
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5/12/2019 12:18:09 AM
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