The Legion Patron

Your patron is a tortured amalgamation of souls crafted by an archdevil for some vile end. While effective in battle, the amalgamates were seen as wasteful as their component souls would be forever tainted by the process of binding them together. Discarded and forgotten the few amalgamations that remained found each other and bonded to form Legion, The One Who Is Many. Legion is a violent force led by the most powerful souls contained within. The Legion often takes on servants who will listen to the terrifying symphony of souls and allow it entrance into their own.

Expanded Spell List

The Legion 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.

The Legion Expanded Spells

Spell Level Spells 1st bane, dissonant whispers 2nd phantasmal force, see invisbility 3rd tongues, spirit guardians 4th blight, phantasmal killer 5th dominate person, mislead

Vast Experience

Starting at 1st level your patron instills you with the varied, maddening fragments of The Legion.

Each time you complete a long rest, you may choose a skill with which you are not proficient and gain proficiency in that skill until your next long rest.

Herald of Many

At 6th level your patron allows you to take an action to shift the ground in a 20 foot radius beneath your feet into a tarlike substance filled with soulbound claws for one minute.

For the duration, the affected area becomes difficult terrain. This ability does not affect you and does not move with you after use.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 piercing damage and be restrained by the claws until the effect ends. A creature that starts its turn in the area and is already restrained by the claws takes 3d6 piercing damage.

A creature restrained by the claws can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the creature is no longer restrained.

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

Sensory Cacophony

Beginning at 10th level, your connection to such a fearful entity has made has made you immune to the frightened condition.

Your patron's many souls have also given you sight beyond your own. Once per long rest you can cast clairvoyance without expending a warlock spell slot or material components.

-

Touched By a Hive Mind Those who take this pact obtain a flaw from the sudden introduction of many souls to their own. Roll 1d8 to determine this flaw from the table below.

1d8 Flaw 1 You refer to yourself in plural form as in "we" instead of "I". 2 Your eyes constantly shift from their normal color to vibrant colors based on your moods 3 Your voice often inexplicably changes to one very different from your own when stressed. 4 When you sing or shout your voice sounds like that of a chorus. 5 You constantly hear angry whispers even in complete silence. 6 You have another face appear somewhere on your body. It sometimes speaks to you in unintelligible mumbles. 7 You feel the pain of another soul bonded to Legion as phantom pain 8 You experience flashes of memories not your own, often just one sense at a time.

We Are Many

At 14th level you can allow The Legion to affect your physiology. When you finish a long rest you may choose one of the following benefits until your next long rest.

We Are Untethered You gain the ability to sprout a pair of leathery bat wings from your back, gaining a flying speed equal to 25 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

We Are Armed You grow a pair of demonic arms with wicked claws from your upper back. Any armor worn must be made to accomodate them. You are proficient with your claws, which are melee weapons that deal 1d6 piercing damage. When you take the attack action on your turn, you can make two claw attacks as a bonus action.You also gain advantage on Strength based ability checks.

We Are Legion You call forth three haunting illusionary duplicates of yourself as per the spell mirror image. These duplicates last until your next long rest. When you complete a short rest you regain 1d4-1 destroyed duplicates. You can only have a maximum of three duplicates at a time.