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Legend


Hit Points

Hit Dice: d10 per Legend level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Legend level after first

Proficiences

Armor: Light, Medium
Weapons: Simple weapons, Short Swords, Long Swords, Rapiers, Katanas
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Religion, Insight, Perception, Survival, Intimidation, Persuasion.

Class Features

Legendary Armament At 1st level, you have come into contact with a being of immense power, weather it be a mighty Demon or Devil, a pure Arch-Angel, or a powerful Ancient Wyrm. You met with one such creature and for whatever reason they chose you to become a Legend, granting you a special sigil on the back of your dominant hand that would allow you to access a power known as the Legendary Armament. The Legendary Armament is powerful weapon that spawns from the users dominant hand all the way up to their shoulder, becoming part of them; from that point on the creature blessed with this Legendary armament has it’s form permanently attached over their arm with the magic sigil visible on the back of their hand, when the Armament is ‘activated’ the sigil glows and spans out, covering the user's arm in its entirety. It’s look and abilities vary depending on your chosen subclass but three things remain constant between all its forms. Due to the immense focus and training it takes to activate the mark and bring forth the true power of the Armament it can only be used a certain number of times per day, due to the strain it puts on the users body it can only remain active for a brief period of time, and finally it is a truly powerful weapon, unmatched by most any weapon made by mere mortals. At first level you can ‘activate’ your Legendary Armament as an action, at 10th level you can do so as a bonus action; and, at 1st level, you can ‘activate’ this weapon twice per day, for 18 seconds, and deal 1d8+Str/Dex on each successful hit. The amount of times, duration, and damage, all increase as you level in accordance with the Legends level up chart.   Subclass At 1st level, put subclass stuff here when it’s made, revolves around the three types of legendary armaments you can receive so far. Fiend, Celestial, and Dragon. [Fiend give +2 atk] [Celestial gives fast healing 1] [Dragon gives 1d6 elemental damage]   Sonic Raid At 2nd level your skills have improved with the blades you hold and you know how to strike quickly and efficiently. A number of times equal to your proficiency modifier, as a free action at any time you may choose a single creature within 10 feet and make an attack roll against them for your weapons average damage on a hit.   Gale Rush At 3rd level you have learned how to move at great speeds when making an attack, though it is slightly tiring you know how to rush down an opponent to close the distance between you or to chase down a fleeing enemy. Once per short rest as an action you can choose a single target within a distance equal to your walking speed + your Dex mod * 5 and run towards them, once you are within melee attack range you may make an attack roll against them.   ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Overkiller At 7th level your prowess in battle has grown and you have found yourself to be rather efficient, never wasting one of your strikes whenever possible. Whenever a creature you are targeting with an attack drops to Zero hit points due to your attack you may immediately make another attack roll against any creature within range. {Armament} If this ability triggers while your legendary armament is active, your attack roll may be made with advantage. {Transformation} If this ability triggers while you are in your transformed state your critical range on attack increases to 18.   Weapon Freedom At 9th level you have learned how to use quite an assortment of weapons, but you can always learn more. You may choose a single weapon type from the Martial Melee Weapons list, you gain proficiency with the chosen weapon. You may choose another weapon to become proficient with in this way at 14th level.   Legendary Transformation At 10th level your training, perseverance, and experience has led to the unlocking of a new and tremendous power, unlocking the full potential of the armament that was gifted to you and letting it consume your body for a brief time to transform you into a powerful being. Once per long rest as an action you can allow your Legendary Armament to unlock to its full potential, granting you a new form based on your chosen subclass that each last for 30 seconds. While each different form has its own specific abilities, there are a few things shared between all of them. While transformed you gain a +2 to your AC and gain temporary Hit Points equal to your Maximum Hit Points, you also can attack twice, instead of once, when you take the attack action using your Legendary Armament. The specific abilities and buffs your transformed state is granted depending on your subclass, is listed below. The use of this skill decreases to once per short rest at 15th level and the duration for this skill increases increases to one minute at 20th level.   Celestial Armament When you choose the Celestial Armament as your subclass you obtain, in addition to the base bonuses for the Transformation; a healing touch ability; letting you touch a single creature and heal them by 1HD of yours + 1HD of their own. A self regeneration ability that restores 2 hit points every six seconds. Attacks with your Armement now deals an additional 1d8 Radiant damage on every successful hit. Finally you gain an ethereal aura of light that grants +2 AC to all friendly creatures within 20 feet, you also gain an additional +1 bonus to your own AC for every friendly creature within your aura.   Infernal Armament When you choose the Infernal Armament as your subclass you obtain, in addition to the base bonuses for the Transformation; a Dominating touch that can only be used on a creature once per transformation, letting you touch a single creature and force them to make a Wisdom saving throw (DC 12+Cha), on a failed saving throw the creature becomes a slave to you until the transformation ends or it is slain, it will follow any command you give it that would not directly result in it’s own harm. A flurry attack that can only be used once per transformation to attack a single creature with four consecutive attack rolls in a single attack action. Attacks with your Armement now deals an additional 1d8 Necrotic damage on every successful hit. Finally you a long and semi thick devil-like tail with a sharp spear like end to it, and are able to make attacks with it to both sweep and stab at creatures within 10 feet of yourself. [Sweep: 1d8+Str bludgeoning damage, has Trip | Stab: 1d10+Str/Dex Piercing damage]   Draconic Armament When you choose the Draconic Armament as your subclass you obtain, in addition to the base bonuses for the Transformation; A breath weapon that deals 6d6 damage of the type associated with your draconic color in a 50 foot cone, any creature in the attacks radius can make a Dexterity saving throw (DC 12+Wis) to take half damage. An immunity to the damage type associated with your chosen dragon color and resistance to all Slashing, Piercing, and Bludgeoning damage. Attacks made with your Amement now have an additional elemental burst effect dealing 1d8 elemental damage to all creatures adjacent to the creature targeted by your attacks. Finally you gain a pair of dragon wings that grant you a fly speed of 30 feet and grant you an extra +1 to your AC and can be used as a bonus action to blow away any non-magic projectiles being fired at you or any creature within 10 feet of you.   Resonance At 13th level you have sharpened your skills just as well as your blade and both are quite lethal to your enemies, you know how to bait your breath and wait for just the right moment to strike, building your power until just the perfect moment. As an action once per long rest you may make a melee attack action against an enemy for 1d12+Dex damage, and the longer you wait to use this ability since the beginning of combat, the stronger it becomes. For every six seconds you wait in combat before using this ability, the damage of this ability increases by 1d12 up to a maximum of 5d12+Dex. If you wait thirty seconds before using this ability, your attack can be made with advantage. If you wait sixty seconds before using this ability, you deal maximum damage.   Full Slash At 15th level you know how to put all of your power behind your blows, able to take a moment to prepare and swing with everything you have in a single go, delivering a devastating attack. One per short rest, as an action, you can prepare yourself for a Full Swing and then after sex seconds you can move up to your base movement speed and relase your attack on a single creature with melee attack range. Dealing 6d6+x2Str damage on a successful hit, and also dealing 3d6+Str damage to all creatures adjacent to the targeted creature.   Blade Mastery At 17th level any blade in your hands becomes a weapon of mass destruction able to cut down even the strongest of opponents. When wielding a Shortsword, long sword, Scimitar, or greatsword (Or any other bladed weapon the GM allows) Your damage increases by two die levels and you may ignore resistance to slashing damage on any enemy you attack.   Limit Break At 20th level you’ve unlocked your ultimate potential and become the legend you were destined to be, granting you the greatest power available to you while at the height of your strength. Once per 24 hours, while Legendary Transformation is active, you can end your transformation early to unleash an unstoppable attack on all creatures you view as hostile within 100 feet. All creatures you view as hostile within 100 feet will immediately take 6d12 untyped damage. + 6d12 Radiant, Necrotic, or Elemental damage, depending on your chosen Legendary Armament. This ability can only be utilized if you have at least 18 seconds remaining in your transformed state and after it’s use you are unable to transform until your next short rest.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: Leather armor, A long sword, 3 days of rations, a backpack, and 4d4*10 gold


Subclass Options

Subclass Features   Celestial Armament   Aura of the Radiant When you first receive the Celestial Armament at 1st level you gain an extra bit of power from it as well as an aura that spreads around you, aiding all those within its vicinity and washing them in your emitted light. While your Legendary Armament is active, you gain a 30 foot aura that gives all friendly creatures inside of it 1 temporary hit point every six seconds to a maximum of double your constitution modifier. As well, any hostile creature inside the aura will take 1 Radiant damage every six seconds they spend inside it.   Hand of Fate At 5th level the celestial power inside your armament has grown allowing you to harness pure radiant energy in the form of a great beam to be shot at your foes. Once per armament activation you can harness your celestial energy and fire a beam of it in a 30ft line, any creature within the beams path must succeed on a Dexterity saving throw (DC 12+Wis) or take 2d10+Wis Radiant damage, or half as much on a successful save.   Almighty Lance At 11th level you can take the celestial power inside your armament and use it to conjure forth a weapon that can be used, the weapon created by Radiant energy is a long spear that deals the same damage as your Legendary Armament and has reach.   Grand Radiance At 18th level you are filled with an abundance of Radiant energy to the point where it’s nearly exploding forth from you, however you can choose to let it do just that. Once per day while your Legendary Armement is active, you can chose to end it early with a display of true radiant energy; forming six wings on your back you can target up to your wisdom modifier enemies anywhere within 60 feet of yourself and shower them with golden feathers, firing 1d6+Wis feathers at each of them, dealing 1d10 Radiant damage each.   Fiendish Armament   Aura of the Sinful When you first receive the Infernal Armament at 1st level you gain an extra bit of power from it as well as an aura that spreads around you, this 30ft aura grants all friendly creatures within it a bonus to their damage rolls letting them add your strength modifier to their damage. As well, all hostile creatures that entier this aura take a penalty to their damage rolls equal to ½ your strength modifier.   Infernal Wrath At 5th level your bubbling with in Infernal energy and need some outlet for releasing it, and there’s no better place then directly onto your foes. Once per armament activation, as an action you can take hold of a creature within melee range and, on a successful grapple; let out a mighty burst of Infernal power directly onto them. The ability deals 6d4+Str necrotic damage and sends the creature flying backwards 30 feet, adding an extra 1d6 bludgeoning damage on impact with another creature or movable object, or 2d6 on impact with an immovable object or wall.   Hell's Needle At 11th level you can conjure forth the infernal energy inside yourself and give it form, forming a twisted rapier dripping with necrotic energy. The weapon created by Necrotic energy is a rapier that deals the same amount of damage as your Legendary Armament, has a crit range of 19, and whenever a creature is struck by it they must succeed on a Constitution saving throw (DC 8+½ Legend level) or become poisoned for a time. (time = 6 seconds per 1d8 result #).   Abyssal Eruption At 18th level you simply can't contain the brimming infernal energy inside you threatening to explode from your being at any moment, a form of release is just what you need. Once per day while your Legendary Armement is active, you can chose to end it early with a burst of Internal energy; placing your hands to the ground you can call forth pillars of necrotic energy to erupt from the ground in a number of spots equal to 1d4 + your Wisdom modifier. Any creature in these spots must succeed on a Dexterity saving throw (DC 12+Wis) or take 6d6 Necrotic damage, taking half as much on a successful save, These pillars can be summoned adjacent to one another but they can not overlap.   Draconic Armament   Aura of Ancient Fear When you first receive the Draconic Armament at 1st level you gain an extra bit of power from it as well as an aura that spreads around you. This 30ft aura grants all friendly creatures inside it, resistance to an element based on your draconic color. As well, any hostile creatures that enter your aura must succeed on a Wisdom saving throw (DC 10+½ Legend level) or become frightened for 18 seconds after they leave your aura.   Ethereal Crash At 5th level your Draconic power courses through your veins and fills you with surges of ancient and raw elemental energy. Once per armament activation, as an action you can release from your hand a 30ft cone of elemental energy, all creatures within the cone must succeed on a Dexterity saving throw (DC 10+Wis) or take 4d6 elemental damage, with the damage being decided by your dragonic color.   Great Wyrmslayer Blade At 11th level the ancient draconic power inside of you allows you to call forth a greatsword crafted from sharpened and molded dragon bone. The weapon created by Draconic power is a greatsword that deals the same damage as your Legendary Armament with an extra 2d6 elemental damage instead of 1d6, it can also bypass elemental resistances.   Fury of the Ancient Beasts At 18th level your nearly rabid with your intense draconic energy, such raw and devastating power must be unleashed upon your enemies less it come forth when least desired. Once per day while your Legendary Armement is active, you can chose to end it early with an explosion of ancient fury; letting out a loud and fearsome roar all hostile creatures within 60 feet of yourself must succeed on a Constitution saving throw or take 1d12+Con Thundering damage, 1d12+Wis Force damage, and 1d12+Str/Dex elemental damage, rr half as much on a failed save.
 


LevelProficiency BonusFeaturesLA UsesLA DurationLA Damage
1st+2Legendary Armament, Subclass, Subclass feature2 per day18 seconds1d8+S/D
2nd+2Sonic Raid2 per day18 seconds1d8+S/D
3rd+2Gale Rush2 per day18 seconds1d10+S/D
4th+2Ability score improvement3 per day18 seconds1d10+S/D
5th+3Subclass feature3 per day24 seconds1d12+S/D
6th+3--Nothing--3 per day24 seconds1d12+S/D
7th+3Overkiller4 per day24 seconds2d6+S/D
8th+3Ability score improvement4 per day24 seconds2d6+S/D
9th+4Weapon Freedom4 per day24 seconds2d8+S/D
10th+4Legendary Transformation5 per day30 seconds2d8+S/D
11th+4Subclass Feature5 per day30 seconds2d10+S/D
12th+4Ability score improvement5 per day30 seconds2d10+S/D
13th+5Resonance6 per day30 seconds3d6+S/D
14th+5--Nothing--6 per day30 seconds3d6+S/D
15th+5Full Slash6 per day36 seconds3d8+S/D
16th+5Ability score improvement7 per day36 seconds3d8+S/D
17th+6Blade Mastery7 per day36 seconds3d10+S/D
18th+6Subclass Feature7 per day36 seconds3d10+S/D
19th+6Ability score improvement8 per day36 seconds3d12+S/D
20th+6Limit Break8 per day42 seconds3d12+S/D

Created by

DarksonNico.

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