Base Class: Warlock
Some warlocks strike a bargain with fiends, fey, or elder gods. Yours is a pact with something more personal—and more numerous. Your patron is the collected spirits of a lost community: a village massacred, a town razed, a people forgotten by the world. But not by you.
Their spirits now live on in you. Each time you cast a spell or invoke their names, you awaken the echo of a life once lived: a bellringer’s defiance, a midwife’s mercy, a gravedigger’s chill. These echoes lend you their strength not as memories, but as companions. They do not sleep. They do not rest. They act through you—as guardian, witness, and vengeance.
As your power grows, you learn to channel multiple spirits at once, protect others with shared pain, and eventually unleash the Legion’s full wrath or harmony across the battlefield.
You are not one voice. You are many.
Expanded Spell List
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Echoes of the Fallen
Starting at level 1, you are a vessel for the spirits of your lost community, and they are never far from you. When you face danger, make a critical choice, or need a surge of strength, one of them answers.
- As part of any action, bonus action, reaction, or triggered event, you may choose to channel a spirit from the Community Spirits. The spirit grants a unique effect as described in its entry.
- You may use this feature a number of times equal to your proficiency bonus. All expended uses are restored when you finish a long rest.
- You may only channel one spirit per use unless another feature allows you to choose more.
This feature may be activated as appropriate to the spirit’s effect—some may require a bonus action, others trigger passively, or in response to another event. Each spirit entry specifies its activation condition and usage type.
"Their whispers rise with your breath. A child’s giggle behind your eyes. A farmer’s grip in your clenched fists. The Legion does not sleep. With every decision, they rise—not as memories, but as purpose."
Shared Burden
Starting at level 1, when you take damage from a creature you can see, you may use your reaction to reduce the damage by an amount equal to your warlock level + your Charisma modifier (minimum 1). If this reduces the damage to 0, you automatically succeed on any resulting concentration check.
You can use this feature once per short or long rest.
Voices in Harmony
Starting at level 6, the spirits of your lost community learn to act together rather than in isolation.
- When you use Echoes of the Fallen, you may choose two spirits instead of one. Their effects apply simultaneously.
- Once per short or long rest, you may commune with your spirits during a rest. Choose one ability score. Until your next rest, you gain proficiency in saving throws using that ability.
“The whisper becomes a chorus. One voice steadies your breath, another your mind. For a moment, you are many.”
The Turning Point
At 10th level, the bond between you and your community reaches a turning point. Choose one of the following features. You may only select one, and this choice is permanent:
It Takes a Village
Once per long rest, when you finish a short rest, the strength of your community lifts you and those around you.
- You and up to four allies who also took the short rest each regain hit points as though you expended one additional Hit Die. This bonus healing does not consume a Hit Die.
- In addition, you regain one expended use of Echoes of the Fallen, and you may reset the usage of one spirit with a “once per long rest” limitation.
Stronger Together
When you cast a spell that targets only yourself, you may also target one willing ally within 30 feet.
The Pain of Loss
When you are reduced to 0 hit points but not killed outright, you may drop to 1 hit point instead. All hostile creatures within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of their next turn. You must finish a long rest to use this feature again.
As One
Starting at 14 level, once per long rest, choose one of three powerful ultimate manifestations of the Legion’s will.
Voice of the Fallen
For 1 minute:
• You may use Echoes of the Fallen every turn without expending charges.
• You may channel two spirits per turn.
• Once per turn, you may repeat the effect of a spell or subclass feature you used on your previous turn, targeting a different creature.
Vengeance of the Legion
As an action, choose a point within 60 feet. All creatures of your choice within 30 feet of that point must make a Charisma saving throw DC {{savedc:cha}}. On a failure, they take 6d10 psychic damage, are blinded, and are haunted for 1 minute.
Haunted creatures suffer the following effects:
• Disadvantage on concentration checks.
• Cannot benefit from invisibility.
• Disadvantage on the first attack roll each of their turns.
Affected creatures may repeat the saving throw at the end of each of their turns, ending the blinded and haunted conditions on a success.
The Chorus’ Crescendo
For 1 minute:
• When you or a creature within 30 feet casts a spell, uses a class feature, or makes a weapon attack, you may apply a spirit effect from Echoes of the Fallen without using a charge.
• You may do this a number of times per round equal to your Charisma modifier (minimum 1), divided however you choose.
• All allies within 30 feet gain temporary hit points equal to your warlock level at the start of each of their turns.
“Whether you speak, strike, or uplift—as one, the Legion acts.”
Community Spirits
Community Spirits
Use this list when activating your Echoes of the Fallen feature. Each spirit offers a unique benefit and a flavorful manifestation. You may select any one spirit per use, unless a feature allows more.
The Apprentice
- Effect: If you miss with a spell attack, you may reroll it with a –1 penalty.
- Usage: Once per short rest; no action required; triggers on a missed spell attack.
- Suggested Manifestation: A ghostly youth mimics your gesture, correcting your aim with wide-eyed focus.
The Beggar
- Effect: If you're below half your hit point maximum, your next spell doesn’t consume a spell slot.
- Usage: Once per long rest; no action required; activates passively when casting a spell while below half HP.
- Suggested Manifestation: A faint coin clinks behind you as hollow eyes meet yours in an unseen mirror.
The Bellringer
- Effect: When you cast a spell, enemies within 60 feet must succeed on a Wisdom saving throw or be deafened until the end of their next turn.
- Usage: Once per short rest; no action required; triggers when you cast a spell.
- Suggested Manifestation: A phantom bell tolls above you, shaking the air with sorrowful resonance.
The Blacksmith
Effect: One hit gains +2 force damage, or on a critical hit, shatter a nonmagical weapon or armor.
Usage: Once per short rest; no action required; triggers when you hit with a weapon or spell attack.
Suggested Manifestation: Sparks fly from your hit as if from an anvil; the sound of a hammer strike echoes.
The Carpenter
- Effect: You create a 5×5 ft floating, immobile platform within 30 feet that lasts for 1 minute. It can support up to 500 pounds. The platform has AC = 10 + your proficiency bonus and hit points equal to 10 × your warlock level.
- Usage: Once per short rest; bonus action to activate; duration: 1 minute or until destroyed.
- Suggested Manifestation: Ghostly tools assemble a platform midair in a whirl of sawdust and light.
The Chirurgeon
- Effect: Choose one creature within 30 feet. That creature immediately regains 1d4 + your Charisma modifier hit points, but suffers disadvantage on their next attack roll or saving throw before the end of their next turn.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: A cold jolt of pain surges through the target as phantom scalpels flash and surgical knots pull tight—saving their life at a cost.
The Crone
- Effect: Force a creature to reroll one successful saving throw against your spell or feature.
- Usage: Once per short rest; no action required; triggers after a creature succeeds on a saving throw against your spell or subclass feature.
- Suggested Manifestation: Wisps of gray hair drift around you; your eyes glow with eerie knowing.
The Farmer
- Effect: When you make an Athletics or Acrobatics check, you may use your reaction to reroll it.
- Usage: Once per short rest; reaction; declared after rolling but before knowing the result.
- Suggested Manifestation: Earthy hands seem to push you forward, steadying your footing.
The Father
- Effect: Gain temporary hit points equal to your warlock level.
- Usage: Once per short rest; bonus action to activate; temporary hit points last until depleted or your next short or long rest.
- Suggested Manifestation: A broad shadow stands behind you, placing a reassuring hand on your shoulder.
The Forester
- Effect: Gain advantage on your next Stealth or Perception check.
- Usage: Once per short rest; bonus action to activate; must be used before the end of your next turn.
- Suggested Manifestation: A breeze rustles phantom leaves; your movements become graceful and quiet.
The Gambler
- Effect: When you cast a spell or use a subclass feature, roll a d6:
- On a 4–6, the effect is empowered—+1d6 damage, +1 to the DC, or +50% duration (DM’s choice based on context)
- On a 1, the effect fizzles and the spell slot is spent (no effect)
- Usage: Once per short rest; no action required; declared as you activate the effect.
- Suggested Manifestation: Spectral dice or cards flicker in your hands, clattering silently before vanishing.
The Gravedigger
- Effect: When you reduce a creature to 0 HP, you may force a creature within 10 feet of it to make a Wisdom saving throw or become frightened of you until the end of their next turn.
- Usage: Once per short rest; no action required; triggers when you reduce a creature to 0 HP.
- Suggested Manifestation: A chill wind blows, and your shadow briefly resembles a hunched figure with a shovel.
The Guard
- Effect: When you or an ally within 5 feet is hit by an attack, you may use your reaction to impose disadvantage on the triggering attack roll.
- Usage: Once per short rest; reaction; declared after a hit is confirmed but before damage is rolled.
- Suggested Manifestation: A spectral shield bearing your village's crest interposes itself between you and harm.
The Herbalist
- Effect: End one condition affecting you or an ally within 30 feet (e.g., poisoned, charmed, frightened, blinded).
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: A wave of fresh herbs and spectral poultices washes over the affected creature.
The Hunter
- Effect: When you hit a creature with an attack or damaging spell, you may reduce its speed by 10 feet until the start of your next turn.
- Usage: Once per short rest; no action required; declared on a successful hit.
- Suggested Manifestation: Phantom snares tighten around the creature’s legs as you strike, echoing the old ways of the hunt.
The Leader
- Effect: When you cast a spell or use a subclass feature that affects a creature, choose one ally within 30 feet. That ally may immediately use their reaction to move up to half their speed or make a weapon attack.
- Usage: Once per short rest; no action required; declared when activating a spell or feature.
- Suggested Manifestation: A ghostly banner unfurls above you as your voice booms with authoritative presence.
The Little Boy
- Effect: You or an ally within 30 feet may reroll one failed saving throw.
- Usage: Once per short rest; no action required; declared after the saving throw is failed but before consequences are applied.
- Suggested Manifestation: A small voice whispers “You can do it,” and a tug at your sleeve brings clarity.
The Little Girl
- Effect: When a creature fails a saving throw against your spell or subclass feature, it must succeed on an Intelligence saving throw or become frightened of you until the end of its next turn.
- Usage: Once per short rest; no action required; declared after a failed save against your effect.
- Suggested Manifestation: A child’s giggle echoes behind you as a small figure clutches a ghostly doll.
The Merchant
- Effect: You may halve the damage of your spell or subclass feature to impose disadvantage on a saving throw of your choice (e.g., Dexterity, Constitution) until the start of your next turn.
- Usage: Once per short rest; no action required; declared as you activate the spell or feature.
- Suggested Manifestation: A flicker of silver scales tips in your favor as phantom coins drift and vanish.
The Midwife
- Effect: An ally within 10 feet regains hit points equal to your Charisma modifier (minimum 1).
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: Gentle hands of light cradle the wounded, pulsing in time with a heartbeat.
The Miller
- Effect: When you hit a creature with a spell or weapon attack, it must succeed on a Strength saving throw (DC = your spell save DC) or be knocked prone.
- Usage: Once per short rest; no action required; declared on a successful hit.
- Suggested Manifestation: A gust of wind and the groan of unseen mill wheels tumble through the space.
The Mother
- Effect: As a reaction when you or an ally within 10 feet takes damage, both of you gain resistance to that instance of damage and to the next source of damage until the end of your next turn.
- Usage: Once per short rest; reaction; declared when damage is taken.
- Suggested Manifestation: A warm, golden light surrounds you as if embracing and shielding you.
The Priest
- Effect: A creature within 30 feet gains advantage on death saving throws until the end of their next turn.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: A spectral holy symbol glows briefly in your hand as a distant chime rings.
The Scoundrel
- Effect: When using a cantrip or subclass feature that targets one creature, you may also target a second creature within 5 feet of the original target.
- Usage: Once per short rest; no action required; declared as you activate the cantrip or feature.
- Suggested Manifestation: A ghostly smirk flickers on your lips as your shadow briefly splits into two.
The Seamstress
- Effect: As a bonus action, choose one:
- Cast mending on an object within 30 feet.
- Stabilize a dying creature within 30 feet without needing a check or healer’s kit.
- Usage: Mending: at will; Stabilize: once per short rest.
- Suggested Manifestation: Threads of light stitch wounds or torn cloth in graceful arcs.
The Stablehand
- Effect: Your movement speed increases by 10 feet until the end of your next turn.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: Dust swirls beneath your feet as phantom hoofbeats echo behind you.
The Storyteller
- Effect: Gain advantage on your next Intelligence or Charisma ability check or saving throw.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: Echoes of tales long passed whisper in your voice, lending you confidence and poise.
The Tavernkeeper
- Effect: All hostile creatures within 10 feet must succeed on a Constitution saving throw or suffer disadvantage on their next Wisdom or Dexterity saving throw before the end of their next turn.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: A ghostly tankard slams onto a spectral table, and the sound of drunken laughter fills the air with disruptive revelry.
The Teacher
- Effect: Your next Intelligence-based ability check has advantage, and for 1 hour, you can read and write all languages.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: Quills write in the air behind you; spectral books flutter open as unseen hands turn their pages.
The Weaver
- Effect: Create a spectral thread linking you to one creature within 30 feet. As a bonus action before the end of your next turn, you may teleport to an unoccupied space within 5 feet of that creature. You may bring one willing creature or object you are carrying, provided it is no larger than your size (typically Medium).
- Usage: Once per short rest; no action to create the thread (declared when using Echoes of the Fallen); bonus action to teleport.
- Suggested Manifestation: Threads of light stretch between you and the target like woven silk, pulsing softly with magical tension.
The Young Lover
- Effect: You gain advantage on your next Charisma ability check or saving throw. In addition, the next creature that makes a saving throw against a Charm effect from you before the end of your next turn has disadvantage on that save.
- Usage: Once per short rest; bonus action to activate.
- Suggested Manifestation: The scent of wildflowers and the sound of distant laughter drift on the wind as a ghostly hand lingers near your own.
Custom Spirit Creation (Player + DM Rule)
To add your own spirit:
- Work with your DM to create a brief name and role for the spirit.
- Define a thematic effect balanced similarly to the entries above.
- Decide on the usage limitations (if any)
- Include a manifestation, if desired.
Previous Versions
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7/8/2025 1:00:32 AM
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11
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2014
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Coming Soon
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7/8/2025 1:38:02 AM
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7
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1
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2014.1
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Coming Soon
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