Legendary (5e Class)

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Legendary[edit]

Either by fate or divine decree, some creatures are destined to greatness, to become the material from which legends are created. These are the Legendary, prodigious individuals born to become paragons of might and power.

Class Features

As a legendary you gain the following class features.

Hit Points

Hit Dice: 1d12 per legendary level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per legendary level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The legendary

Level Proficiency
Bonus
Features
1st +2 Legendary Actions (1), Path Feature
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3 Path Feature
6th +3
7th +3 Path Feature
8th +3 Ability Score Improvement
9th +4 Legendary Resistances (1)
10th +4
11th +4 Path Feature, Legendary Actions (2)
12th +4 Ability Score Improvement
13th +5 Legendary Resistances (2)
14th +5
15th +5 Path Feature
16th +5 Ability Score Improvement
17th +6 Legendary Resistances (3)
18th +6 Path Feature
19th +6 Ability Score Improvement
20th +6 Legendary Actions (3), Path Feature

Legendary Path[edit]

At 1st level, you must the path to legends you choose to undertake. You must choose the Path of the Brute, the Path of the Warrior, the Path of the Leader or the Path of the Magician, shown at the end of this class description.

Your choice give you features at 1st level, and again at 6th, 11th, 15th and 18th levels.

Legendary Actions

When you reach the 1st level, as a legendary creature, you can take a certain number of special actions, called legendary actions, outside your turn. You start by gaining 1 legendary action. You have 2 at 11th level and 3 at 20th level.

Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain your spent legendary actions at the start of your turn. If surprised, you can't use them until after your first turn in the combat.

You start by knowing one legendary action determined by your chosen legendary path. You gain additional ones as you gain levels in your path.

Legendary Resistances[edit]

When you reach the 9th level, when you fail a saving throw, you can choose to succeed instead.

Once you use this ability, you can't do it again until you finish a long rest. You can use this ability twice between rests at 9th level and three times between rests at 17th level.

Legendary Brute[edit]

Bonus Proficiencies

Starting at 1st level, you gain proficiency in Athletics and Intimidation. In addition, you have proficiency with martial weapons and medium armor.

Legendary Action - Charge

At 1st level, you can use a legendary action to move up to half your movement speed towards a hostile creature. If you end your movement speed within 5 feet of that creature, you can make a weapon attack against it. On a hit, the target is knocked prone if its Large size or lower.

Brute Strike

Starting at 5th level, once per turn, when you hit a creature with a melee weapon attack using Strength, you cause additional 3d6 damage.

Legendary Action - Endure

When you reach the 11th level, you can use 2 legendary actions to increase your AC by 3 until the end of your next turn.

Legendary Action - Survive

When you reach the 20th level, you can use 3 legendary actions to regain 25 hit points.

Legendary Warrior[edit]

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, medium and heavy armors and with shields.

Legendary Action - Move

At 1st level, you you can move up to your movement speed, without provoking opportunity attacks.

Legendary Action - Attack

At 5th level, you can use a legendary actions to make a weapon attack.

Legendary Action - Deadly Strike

At 11th level, you can use 2 legendary actions to make a melee weapon attack against a creature. On a hit, that attack is a critical.

Legendary Leader[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Persuasion, Deception and with medium armor.

Legendary Action - Maneuver

At 1st level, choose another willing creature you can see within 30 feet. If the creature is able to see and hear you, that creature can move up to half its movement speed without provoking opportunity attacks.

Coordinated Attack

Beginning at 5th level, you and your allies form a more potent fighting team. When you use the Attack action on your turn, if an ally can see you, it can use its reaction to make a weapon attack.

Legendary Action - Command Attack

At 11th level, you can use 2 legendary actions to command one allied creature you can see within 30 feet to make an attack. If the creature can see and hear you, it can make one weapon attack at advantage.

Legendary Action - Conjure

At 20th level, you can use 3 legendary actions to summon a number of friendly creatures equal to half your Charisma modifier (rounded up), with a CR equal to 5 or lower. The creatures appear in an unoccupied space within 30 feet of you.

Legendary Mage[edit]

Arcane Knowledge

At 1st level, you gain proficiency with the Arcana skill. In addition, choose one spell list of your choice between: bard, cleric, druid, sorcerer, warlock or wizard. You learn two cantrips from your chosen spell list.

Your spellcasting ability for the cantrip is Intelligence (if you choose wizard), Wisdom (if you choose cleric or druid) or Charisma (if you choose bard, sorcerer or warlock).

Legendary Action - Cast a Cantrip

At 1st level, you can use 1 legendary action to cast a cantrip that doesn't cause damage. At 11th level, you can use 2 legendary actions to cast a cantrip that causes damage.

Magical Secret

At 5th level, you learn one spell of greater power, called a magical secret. This spell have 1 level higher than your highest known spell. You start by knowing a 3rd level spell as your magical secret.

Whenever you gain a higher level spell slot, you can replace your magical secret for a spell of 1 level higher than your highest spell slot, or keep your current magical secret, but cast it at 1 level higher.

You can cast the magical secret once, without spending spell slots. Once you use your magical secret, you can't cast it again until you complete a long rest.

Advanced Magical Secret

At 7th level, you gain an advanced magical secret. This works similar as the magical secret feature, but the chosen spell must be of 1 level higher than your magical secret.

Legendary Action - Teleport

At 11th level, you can spend 2 legendary actions to teleport to a place you can see, along with any equipment you are wearing or carrying, to an unoccupied space within 30 feet. At 20th level, you can spend 3 legendary actions to teleport to a place within 120 feet instead.

Supreme Magical Secret

At 15th level, you gain a supreme magical secret. This works similar as the magical secret feature, but the chosen spell must be of 1 level higher than your advanced magical secret.

Legendary Magical Secret

At 18th level, you gain a legendary magical secret. This works similar as the magical secret feature, but the chosen spell must be of 1 level higher than your supreme magical secret.

Legendary Action - Cast a Spell

At 20th level, you can use 3 legendary actions to cast a spell from your list of spells known. You must use a spell slot as normal, or spend one use of your magical secrets.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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