Otherworldly Patron - Heroic Spirit

Your patron is a spirit of old, a grand hero of the world who carried out deeds that will live on in history forever. So potent was the mark they left on the realms that even in death they can offer a sliver of their strength to those who would follow, to carry their dreams and wishes into the next era. Though their names may not always be remembered, their accomplishments still have ripple effects to this day. Beings of this sort may be almost mythologised, such as King Arthur or Beowulf depending on your campaign setting. Though the patron is listed as a Heroic Spirit, they need not always be good. Indeed a Heroic Spirit may be villainous and evil. Spirits may come from all walks of life and need not be martial in nature. You might have a heroic wizard or druid spirit for instance.

Expanded Spell List

The Heroic Spirit lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st Heroism, Command
2nd Enhance Ability, Aid
3rd Beacon of Hope, Spirit Guardians
4th Resilient Sphere, Freedom of Movement
5th Steel Wind Strike (XGTE), Legend Lore

Touch of the Hero

The power and wisdom of your heroic patron has only begun to manifest in you. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you gain proficiency in one weapon, skill or tool, or cantrip from any class.

Fight Through The Pain

Your connection to your patron grows, allowing it to push your body beyond its normal limits. At 6th level, once per long rest when you are reduced to 0 hit points and not killed outright, you avoid falling unconscious until the end of your next turn. If you are able to deal damage on your next turn, you immediately regain hit points equal to your Charisma modifier. Otherwise, you immediately fall unconscious. Until you fall unconscious, you do not accrue any death saving throw successes/failures.

Ancient Knowledge

The mind of your heroic patron opens to you, granting you a fraction of their experience. At 6th level you gain advantage on one of the following checks, appropriate to your heroic spirit: Arcana, Nature, Religion, History, Survival, Medicine, Animal Handling. The skill this applies to cannot be changed once chosen.

The Hero Returns

As your power and recognition grow so too does your connection to your patron. At 10th level as an action you can manifest a portion of your heroic patron's spirit. This appears in an unoccupied spot within 30'. The spirit will appear as they did in the peak of their life and as they are best remembered, with a slight ethereal tinge to their form.

As your patron the spirit acts on your initiative with its own set of actions. You can instruct the spirit verbally (no action required). If not instructed it will act in what it deems to be the most useful manner.

For the spirits statistics, create a character sheet for the Heroic Spirit as if they were their own character, of a level equal to your Warlock level minus one, with appropriate equipment/spells for their class. This should be updated whenever you level up with appropriate abilities. As a magical manifestation, any weapon damage your spirit deals counts as magical for the purposes of resistances and immunities.

The spirit dissipates after 1 minute, and 1d4 long rests must be completed before this ability can be used again.

At 20th level, the spirit can manifest for 24 hours before vanishing.

Two As One

At 10th level while your heroic spirit is not manifested by The Hero Returns you can take on the appearance and voice of your spirit as an action. This lasts indefinitely, unless cancelled as another action or by using The Hero Returns.

Legendary Presence

You have stepped from the realms of mortal into the stuff of legends. At 14th level you gain immunity to the Frightened and Charmed conditions and project an aura of inspiration and awe to those around you. Those fighting with you push through their limits, while those fighting against you are more easily broken. Any friendly creature (including yourself) that is at half-or-less hit points, and not unconscious, that starts their turn within 10' of you regains hit points equal to twice your charisma modifier. Likewise, any hostile creature that is at half-or-less hit points and starts their turn within 10' of you suffers psychic damage equal to twice your charisma modifier.

Known Far And Wide

Your own exploits rival, if not surpass that of your heroic patron. By reaching 14th level people across all the world know your name and sing your praises or fear your wrath. Bards write tales of your valour and power. Guilds and countries vie for your attention. You attract a following of loyal fans and retainers who will work to carry out your will. These operate similar to the Retainer feature from the noble background, carrying out mundane task but not putting themselves in harms way and leaving your service if endangered or abused.

Work with your DM to add relevant NPC contacts that might come about from being a world renowned figure worthy of note. These may take the form of new friends or new enemies.

Should you die your character is now able to become a Heroic Spirit patron to another.