Fallen
Archetype List
Fallen Power Framework
As the player pick a specific Domain or Pact for your character. This choice is permanent as you no longer can swap the fallen archetypes. As the campaign progresses, you will earn Soul Essence which can be used to improve your Fallen abilities.
​
Perk List
Each Fallen set has 3 Tiers of power. The Tier 1 & 2 each has 6 upgrades which 2 can be chosen via up to 2 soul essence each per tier while Tier 3 has 3 upgrades which only 1 can be chosen for the last soul essence you earned. You may swap between perks per every short rest.
​
Fallen Base Powers
All Fallen characters will immediately start with 3 base abilities. Their roles and functionality differs in each domain and pact. Each provides a unique ability that help define the fallen while ensuring they have ways to deal with situations that follow closely to their domain or pact.
​
Transformation Keywords
When casting abilities from the Fallen list, you may choose keywords to help describe the appearance of the ability or yourself casting it. 3 different types of keywords are categorizes based on the sound and visual level: subtle, Medium and Loud. (Check with DM during moment for validation).
Fallen Ability DC saves: (DC 9 + proficiency + soul amt). (R.d) = Round Down.
Jump to a specific fallen ability
Pact of Chaos
Tier
Perk description
Name
Destruction of Chaos (Passive): Gain proficiency to Athletics. +0 (+1 per soul) on skill checks when it relates to destroying, vandalising interactions or similar context. (Check with DM during moment for validation).
Chaotic Momentum: 3 charges per short rest. Free action once per round, chaos adrenaline kicks for your attacks during your turn, you must choose 3 different creatures that you can see within 40ft of range and deal +1 (+1 per 2 souls) lightning damage for each weapon or spell attacks. You cannot target yourself. This last for 2 rounds (12 seconds).
Evocation Impulse: 2 charges per short rest as an action, surge yourself with red lighting energy to gain +2 (+4 at 4 souls or above) on Athletics and Intimidation skill checks and +1 (+3 at 4 souls or above) to saves against lightning dmg spells and abilities. Last for 1 hour.
1
Chaotic Momentum increase creature count to 5.
Mad Energy
Chaotic Momentum heals you for 3 hitpoints per creature affected. Triggers once per cast.
Wild Energy
Evocation Impulse cures all poisoned condition and gain advantage to saves against poison.
Disarray Strength
Evocation Impulse applies to Acrobatics & Arcana checks.
Turmoil Strength
Whenever an enemy attacks you and misses, deal 4 (+1 per soul) lightning dmg to that target if within 30ft of you.
Chaos Retaliate
2
3
Energy Spectrum
Chaotic Momentum extends range to 70ft of you & +1 dmg.
Potential Spectrum
Chaotic Momentum pulls all the affected creature 10ft closer to you once per charge.
Evocation Impulse also applies to Acrobatics & Arcana Skill checks and Fire base spells and abilities.
Absurd Power
Every spell that is casted within 80ft of you. Gain +1 dmg reduction. Reset to 0 after taking dmg. Max 6 stacks.
Evocation Impulse as a reaction you can use a charge to pass the next saving throw of any kind.
Bizarre Power
Reaction Favor
For each instance of dmg you took. +1 dmg to the next attack. Reset to 0 after landing a hit. Max 6 stacks.
Backlash Favor
Whenever you miss an attack. Deal 4 (+1 per soul) lightning dmg to that target if within 30ft range of you.
Crazy Retaliate
Power Overwhelming
Chaotic Momentum damage can be swap between Lightning, Fire, Cold or Acid. Damage is increased by 2 and also affects in a 5ft radius.
True Enhancement
Evocation Impulse when active +4 bonus to all skill checks and saves while in danger, escape or similar scenarios. (Check with DM during moment for validation)
Gain immunity to Lightning damage and heal 50% (r.d) of that lightning damage.
Charged Catalyst
Transformation Key Word
Subtle: Red eyes, Red Nail, Sharp, Sparks.
Medium: Big sparks, Red, Haste, Blurred movement.
Loud: Wings made of lightning, Red, Orange, lightning. Horns, small spikes.
​
Jump to a specific fallen ability
Pact of Corruption
Tier
Perk description
Name
Dark Steps (Passive): Gain proficiency in Stealth. Under low or no lighting impose a -1 (-1 per soul) penalty to all creatures that are trying to detect your Stealth and Sleight of hand skill checks.
Epidemic Curse: 3 charges per short rest. Free action once per round, inflict a demonic curse on 1 creature within 40ft. They will suffer -1 (-3 at 4 or above souls) to attack rolls and skill checks and take 3 (+1 per soul) Necrotic damage at the end of their turn. This lasts for 3 rounds (18 seconds).
At the end of the Cursed Creature turn, 1 random creature within 10ft must make a Wisdom Save (DC 9 + proficiency + soul amt), on a failed save, be infected by an instance of Epidemic Curse. Any creature can only be cursed by this ability once per day. This is considered as a Curse.
Shroud of Darkness: 2 charges per short rest, as an action darkness covers your movement and body. Gain +2 (+4 at 4 or above souls) to stealth rolls and while at 3 or above souls, if you are start under no lighting around the area you can phase through solid non-metal walls up to 20ft. Any more distance, you take 30 pure Force dmg per 5ft. This last for 3 hours.
​
1
Epidemic Curse when it spreads, deals 1d12 Necrotic damage the initial creature.
Painful Evolution
Epidemic Curse initial curse last 1 extra round.
Potent Evolution
Shroud of Darkness bonuses also allies to Arcobatics & Sleight of Hand. Provide +1 additional bonus.
Shadow Guide
Shroud of Darkness while active provide +1 to saving throw to effects that affects your movement speed. (Check with DM during moment for validation).
Escapist Guide
You gain +2 to all saving throw if the caster/attacker is at least 90ft away from you
Distorted Presence
2
3
Contagious Evolution
Epidemic Curse initial curse can spread to 2 creatures now.
Epidemic Evolution
Epidemic Curse initial cast range and spread range extends by 10ft.
Shroud of Darkness extend phasing limit to 25ft. Reduce damage taken when going beyond the limit to 25 Pure Force dmg
Shade Mantle
Gain +2 to Perception & Investigation rolls. Triple bonus when in low or no light environment. Footsteps are silent and weightless.
Shroud of Darkness while phasing gain Tremorsense up to 20ft.
Ghastly Mantle
Night Steps
Stealth moving no longer cost double movement. Dashing allow you to squeeze through hostile creatures as if they are allies.
Covert Steps
Gain advantage to saves against being blinded. If you gain any status condition, you heal 3 (+2 per soul) hitpoints.
Mangled Presence
Infectious Plague
Creatures that were affected by Epidemic Curse are now blighted. When they die, they release a 10ft radius Necrolyte energy that deals 14 Necrotic dmg. After 4 triggers, refund 1 Epidemic Curse charge.
Gloom Shade
Free action, while Shroud of Darkness is active, you can create will create a Lvl 07 Darkness of 20ft radius on you that last for till the start of your next round.
After taking 50 total damage up to 3 instance source of damage, ignore the damage and release an Epidemic Curse onto the attacker(s). This triggers once per short rest.
Sorrow Grief
Transformation Key Word
Subtle: Purple, shadow, Black. Smoke/gas.
Medium: Black/darkness skin tone, Black gas.
Loud: Smokey Cape-like, Red, Orange, lightning. Horns, small spikes.
Jump to a specific fallen ability
Pact of Agony
Tier
Perk description
Name
Blood Fiery (Passive): Gain proficiency in Acrobatics. +0 (+1 per soul) to rolls when attempting to escape from grapples, trampling and similar context. (Check with DM during moment for validation).
Agony Heat: 3 charges per short rest. Free action once per round, you release an aura of agony with a radius of 10ft. Any creature that start it’s turn or enters the aura, they take Fire damage +2 (+1 per soul). Last for 30 seconds (5 rounds). Effects do not stack.
Unyielding strength: 2 charges per short rest. Bonus action once a round, ignite the flames of agony to gain +1 (+1 per soul) to Strength & Acrobatics skill checks. If you fall prone during the duration, free action to get back up without spending any movement but ends this ability immediately. Last for 1 hour.
1
Agony Heat provides Max hitpoints and heal self by 4 (+1 per soul). While at 50% or below (r.u) current hit points , +1 AC.
Molten Wave
Agony Heat +5ft movement speed. While at 50% or below (r.u) current hit points , extra +5ft movement speed and +1 Agony Heat dmg.
Heat Wave
Unyielding strength +3 to hit & dmg for the next attack after recovering from prone using this ability.
Aggressive Stance
Unyielding strength allows 2 uses to recover from prone.
Agility Stance
While at 50%(r.d) or below hitpoint. All attacks gain 1d6 fire damage and heal 100% of the bonus fire damage only.
Strength of Hatred
2
3
Lava Burst
Agony Heat deals double damage to creatures in metal. Affected creatures must make a Con save or disarms their metal weapon at the start of their turn. (DC 9 + proficiency + soul amt)
Fire Pulse
Agony Heat creates a barrier. When you are attacked, the attacker take another damage instance of Agony Heat.
Unyielding strength applies to all saves and skill checks against grappling, restrained and stunned.
Neglect Ailment
While under a status condition, +2 to all attack & dmg rolls.
Unyielding strength triggers a pulse of Agony Heat for 1 round when you fall prone by other creatures.
Neglect Enemy
Anger Empowerment
While under a status condition, as an action, you can end an ongoing Agony Heat to immediately end the status condition.
Sickening Anger
While at 50% (r.d) or below hitpoint, +1 AC and gain 3 (+1 per soul) fire damage reduction.
Strength of Tolerance
Eternal Heat
When Agony Heat expires, release a 20ft radius blast that deals 30 fire damage to all creatures.
Eternal Endurance
Unyielding strength apply half (r.d) of the bonus to strength, dexterity and Constitution saving throws.
Gain damage reduction of 3 to all damage, triple when at hitpoint is at 10% (r.d) of max health.
Eternal Rage
Transformation Key Word
Subtle: Red. Increased body heat. Hot Blood.
Medium: Red small Spines. Red Heat energy.
Loud: Wings made of lightning, Red, Orange, lightning. Horns, small spikes.
​
Jump to a specific fallen ability
Pact of Deception
Tier
Perk description
Name
Echo of Faces (Passive): Gain Proficiency in Deception. +1 (+3 at 4 or above souls) to rolls when lying, negotiating & bribing. (Check with DM during moment for validation).
Infernal Interloper: 3 charges per short rest. Free reaction once per round, when a hostile creature within 20ft attacks you, you get to change the attacker's target and spend that 1 attack on the new target. It cannot target itself. Target must be within weapon range and will not move towards the target.
Illusory Form: 2 charges per short rest, as an action, you can take up an illusory form of any creature that matches your body configuration. Taking damage end this effect. Last for 8 hours. You may dismiss the illusory form as a bonus action.
1
Infernal Interloper causes the target to land at least 2 attacks onto its new target provided it has the ability to.
Hijack Force
Infernal Interloper can affects other creature not attacking you and your target takes 1d10 Psychic damage.
Hijack Target
Illusory Form grants understanding of 1 language the disguised creature knows while active.
Hoax Knowledge
Illusory Form will bypass any detection of good and evil effect & spells of level 01 (+1 per soul).
Hoax Rusing
Once per battle. When an attacker hits you, set that damage to 3 and future attacks until its end of its turn.
Mirage Barrier
2
3
Pilfering Arcane
Infernal Interloper can be used to change the target of the spell and abilities they are casting, up to spell level 3 (+1 per 2 soul).
Pilfering Range
Infernal Interloper increase the cast range by 15ft.
Illusory Form grants +2 to rolls against illusions and provides +2 to Performance and Deception skill checks.
Masking Form
Twice per short rest, as an bonus action you can swap location with 1 other willing ally up to 45ft of you. Both creatures must be conscious.
Illusory Form can either release a 15ft radius of magical darkness (Lev 04) or you go invisible when it expires. Lasts till the start of your next turn.
Masking Dust
Tangible Swap
Twice per short rest, as an bonus action you can target up to 4 willing creatures to teleport within 10ft of their origin but end up prone.
Tangible Wrap
Once per battle. When an attacker hits you, you may become invisible until its end of its turn.
Mirage Positioning
Fuel of Deception
Whenver a creature falls unconscious, you regain 1 Infernal Interloper charge. This can happen 3 times per long rest. Cannot exceed maximum charge.
Master of Disguise
Illusory Form gains immunity to Zone of Truth & similar effects against the form only. Creatures with truesight now must roll when attempting to reveal your disguise.
2 times per short rest, as an action you can swap positions with 1 creature within 80ft on sight. Unwilling creatures must make a Charisma save DC (DC 9 + proficiency + soul amt). They subtly take 1d12 Psychic dmg.
Grand Displacement
Transformation Key Word
Subtle: Purple. Grey Smoke. A mantle smoke.
Medium: Purple Essence, Purple Nails and Breath. Grey & Purple smoke.
Loud: Wings made of lightning, Red, Orange, lightning. Horns, small spikes.
​
Jump to a specific fallen ability
Pact of Terror
Tier
Perk description
Name
Voice of Terror (Passive): Gain proficiency in Intimidation. 0 (+1 per soul) to skills checks that involves intimidation, terrorising and similar context. (Check with DM during moment for validation).
Eternal Fear: 3 charges per short rest. Free action once per round, release a wave of ghastly horrors from you up to 20ft range and 10ft wide. All creatures take 1d6 Psychic damage and must make a Wisdom saving throw or become frightened of you for 1 minute. (DC 9 + proficiency + soul amt). The damage doubles if target is asleep, incapacitated, frightened, charmed or dominated. This damage do not awake sleeping or incapacitated creatures and impose advantage to saves to charmed and dominated creatures. Frightened creatures can repeat save at the end of every end of their turn.
Fragrance of Paranoia: 2 charges per short rest. As a bonus action, you can charm or frighten a creature within 30ft of you. They make a wisdom save (DC 9 + proficiency + soul amt). They are unaware that you attempt such ability onto them. While charmed or frightened, gain +1 to all skill checks against them. Last for 1 hour. If creature passes the save, immune to this ability for 1 day.
​
1
Eternal Fear extends to 35ft range. Damage increases by 1d6.
Despairing Wave
Eternal Fear also slows their movement speed by 10ft.
Uneasiness Wave
Fragrance of Paranoia can be used on another creature to cure from all charm, fear or domination effect.
Dreadful Scent
Fragrance of Paranoia casting & powers becomes unnoticeable by others during the cast.
Dreadful Stealth
+3 to saving throws against charms, fear and domination effects that are against you.
Terrifying Stance
2
3
Terrorizing Pain
Eternal Fear provides you +1 to all hit & damage rolls against Charmed or Frightened creatures by you. Increase Eternal Fear dmg by 1d6.
Terrorizing Stray
All creatures damaged by Eternal Fear are not able to use their reaction against you. This last till the start of your next turn.
Fragrance of Paranoia allow you to sense the location of the affected creature(s) up to 4500ft (or 3 miles).
Nightmare Hunger
If you pass a saving throw against a charm, fear or domination effect, you can reflect the spell or ability back to the caster, using their DC. You are considered as the new caster.
Fragrance of Paranoia can also cause the creature to fall asleep. They awake immediately after taking damage from any 1 instance.
Nightmare Thirst
Horror Shield
Whenever any chosen creatures are within 10ft of you and can hear or see you. They get -2 to any skill checks rolls against you.
Whispers of Horror
You no longer impose advantage to saving throws for creatures frightened, charm and dominated by an ally or you when you attack them.
Terrifying Charm
Frightening Fear
Eternal Fear releases 2 independent waves, which both can be cast at different direction. Creatures can only make 1 saving throw by this ability regardless.
Horrors of the Night
Fragrance of Paranoia impose -2 to the initial save and the next save for the frightened condition.
Once per round as a free action, teleport behind any creature within 40ft that are alseep, charmed, frightened or Dominated by you.
Dream Bound
Transformation Key Word
Subtle: Switch between Orange to black eyes. Grey Essence.
Medium: Black Smoke. Mantle of Grey Essence.
Loud: Wings made of lightning, Red, Orange, lightning. Horns, small spikes.
Jump to a specific fallen ability
Pact of Hunger
Tier
Perk description
Name
The Grey fields (Passive): Gain proficiency in Survival. 0 (+1 per soul) to skills checks that involves tracking, outdoor survival activities and similar contexts. (Check with DM during moment for validation). Whenever temp hitpoint expires, you heal 50% (r.d) of the remaining value.
Soul Siphon: 3 charges per short rest. Free action during your turn, target a creature within 40ft with a living soul and harvest a portion of it. A 5ft spirit version of that creature will be tethered 5ft to you. Whatever you or other creatures do to the spirit, it will also affect the creature it belongs to.
If an effect causes the creature to disappear or is removed from your current plane, it ends this ability. Last for 24 seconds (4 rounds) or takes up to 7 (+7 per soul) damage. Any damage over spill is ignored. The spirit has the same defensive stats as the targeted creature. Each creature can only have one tether. Does not work against Undead or Construct creatures instead they take 4 (+4 per soul) slashing dmg.
Essence Gaze: 2 charges per short rest. As a bonus action, gain 7 (14 at 3 or above souls) temp hitpoints and +2 to the next 2 investigation or survival skill checks. Lasts for 4 hour.
​
1
Soul Siphon slows the creature by 5ft and no longer can disengage action against you.
Tethering Bound
Soul Siphon provides you +1 to hit & dmg, against the tethered creature. Each hit heals you for 2 hitpoints.
Spirit Bound
Essence Gaze also applies to history, perception, nature and animal handling skill checks.
Limitless Vision
Essence Gaze base bonus can affect another creature within 35ft range of you.
Shared Vision
Harsh environments and exhaustion are more endurable. You always have an advantage for this saves. You cannot die from exhaustion and cannot reduce speed beyond 10ft while exhaustion level is at least 4 levels.
Lifeless Existence
2
3
Mental Drain
Soul Siphon while active, provides -1 to saving throws against you for the tethered creature(s).
Exaggeration Drain
Soul Siphon damage taken can now overspill to the tethered creature. Spirit gain 7 more hitpoints.
Essence Gaze while active, whenever a creature within 30ft of you dies, you gain 3 temp hit points that stacks with Essence Gaze (Max 18 temp hitpoint gain). The stacked temp hitpoints last for 1 min separately.
Echoing Bind
Once per battle, as a free action within 120ft cast range, mark another creature. When you kill that creature, your next Soul Siphon gains +14 hitpoints. Mark last for 1 hour and bonus lasts for 8 hours.
Essence Gaze removes Blindness, Poisoned and Petrified conditions upon cast. Skill check bonus increase by 1.
Ghastly Bind
Mark of Hunting
Once per battle, free action target 1 creature within 120ft range. When you kill that creature, it heals you for 26 (+3 per souls) hitpoints. Mark last for 1 hour.
Mark of Feasting
While you are on difficult terrain or half covers, enemies has -1 on range attacks rolls against you.
Barren Existence
Grey Hunter
When you take fatal damage you can attempt resurrect at the Soul Siphon target's current location. Target make a Wis save (DC 14 + proficiency) or take 40 Necrotic dmg. If they die by this dmg, you resurrect with 7 hitpoints. Once per long rest.
Endless Fields
Essence Gaze passively provides +2 to all d20 rolls as long as you have temp hitpoints.
One per battle, free action target 1 creature within 120ft range. When you damage the target with at least 20 damage from 1 instance, you gain 1 AC up to 3 AC. Mark last for 1 hour and bonus lasts for 1 minture.
Essence Harvest
Transformation Key Word
Subtle: Grey-Blue. Spiritual Teeth. Translucent spine hair.
Medium: Grey and Blue. Spiritual. Elongated Nails. No pupil eyes.
Loud: Wings made of lightning, Red, Orange, lightning. Horns, small spikes.