The Legacy

Rather than forging a pact inked by blood or bound to your soul, you have inherited a Legacy, a patron embodied by a line of inheritors sworn to a sacred cause. In so doing, you have acquired a relic of this ancient legacy, an object of unimaginable power passed down through the generations or recently uncovered from a long-lost civilization. With it, you can transform into the most powerful version of yourself to continue your Legacy’s fight.

Countless Legacies have imbued warlocks with ancient powers, and only a few remain today, but each possesses a unique type of relic and bestows a unique type of transformation. How you use this transformation is ultimately up to you, but the Legacy conspires to see you achieve greatness and advance its unknowable ancient goals.

 
Magical Girls and Superheroes

Underneath its dramatic exterior, The Legacy patron draws inspiration from magical girl anime and superhero comics. Play a Legacy warlock to inject more anime tropes into your campaign, and to finally answer the question of how to play Sailor Moon in 5e.

 

Level 3: Legacy Spells

The Legacy lets you have spells added to your spell list when you learn a warlock spell and do not count towards your spells known.

 
The Legacy Spells
Spell LevelSpells
1stBoomering, Heroism
2ndAid, Flame Blade
3rdFireball, Phantom Steed
4thDeath Ward, Stoneskin
5thCone of Cold, Dispel Evil and Good
 

Level 3: Relic of Transformation

You have a magical relic tied to your patron which allows you to undergo a fantastic transformation or reverse it as a bonus action. The exact nature of the transformation varies from Legacy to Legacy, but it always changes your appearance and confers dramatic power. While transformed, you have the following benefits:

 
  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier.
  • Unless a creature has truesight or watches you transform, you can’t be recognized as your true identity.
  • You have a pool of battle dice, which are d6s. A battle die is expended when you use it. You regain all expended battle dice when you finish a short or long rest, or when you roll initiative. Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the Battle Dice table.
  • Once on each of your turns, when you hit a creature with an attack, you can roll a battle die and add it to the attack’s damage roll.
 
Battle Dice
Warlock LevelBattle Dice
1st2d6
3rd2d8
7th3d8
13th3d10
19th4d10
 

Level 3: Relic Force

Relics of Legacy are always tied to the fundamental forces of magic, nature, and the elements. At 3rd level, choose one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. While transformed, whenever you deal damage with a warlock spell, warlock ability, or Pact Weapon, you can deal the chosen type of damage instead of the spell, ability, or weapon’s normal damage type.

 

Level 6: Resolute Legacy

While transformed, you can emanate an aura of courage as an action. For the next minute, you and friendly creatures within 30 feet of you have advantage on death saving throws and saving throws against being frightened. Additionally, for the duration, you can expend a battle die as a bonus action to heal a willing creature within the aura, which regains hit points equal to the die roll + your Charisma modifier.

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

 

Level 10: Aura of Legend

While transformed, you and any friendly creatures within 30 feet of you gain resistance to your Relic Force damage type.

 

Level 14: Final Legacy

While you are transformed, you can use your action to begin charging the power of your allies into an ultimate attack. Until the start of your next turn, each friendly creature within 10 feet of you can use their action to aid your charge. At the start of your next turn, you fire a massive beam of force in a 120-foot long, 5-foot wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC, taking 10d10 force damage on a failed save, or half as much damage on a successful one. The beam’s damage increases by 4d10 for each creature that aided your charge, up to a maximum of 30d10 force damage.

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


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