top of page

Fallen

Archetype List

Fallen Power Framework
As the player pick a specific Domain or Pact for your character and the choice is permanent.  As the campaign progresses, you will earn Soul Essence which can be used to grow your Fallen abilities. All Fallen characters will immediately start with 3 base abilities. Their roles and functionality differs in each domain and pact where each provides unique and powerful array of abilities the blends with your class and background. 

​

Perk List

Each Fallen set has 3 Tiers of power. The Tier 1 & 2 each has 6 upgrades while Tier 3 has 3 upgrades. You can gain up to 5 Soul Essence, where the first 2 Soul Essence must be spend in the Tier 1 Table. The 3rd and 4th Soul Essence are spent in the Tier 2 Table. The final Soul Essence must be used for the Tier 3 Table. Throughout the jounery, Fallen Characters may swap between their perks choices per every long rest

 

Fallen Ability DC saves: (DC 10 + proficiency + soul amt).   

soAKDRMHKQnrE0Ohj3Po--2--ct0kc.jpg

Jump to a specific fallen ability

Domain of Justice

History of Justice

 

The Platinum Judge, The God of Justice and the ruler of the Domain of Justice. This domain oversee the judgement of held within the Golden Fire Court of the Silver city.

To the mortal understanding, they act as the police force of the Silver City and all of the law and order are born from them. They judge and punish those who defy against the Domains and they even monitor the Redemption path, watching over the many Celestial Being that has left the duties and life of their Immortal life and fell into different realms reborn as mortal beings. 

​

Zadkiel (Zaa-key-el): Arch-Seraph of Justice, Jury of the Domain and Ramiel (Ram-iel): Archangel of Justice are historically known for their active service for Platinum Judge himself. 

​

Base Kit of Justice

Wings of Judgment: Gain Proficiency in Insight. After making at least 1 attack each round, for that round only convert all your movement speed to flying instead. For every 2 souls gained, your converted flying speed gains an additional +5ft.

 

Wrath Infusion: 3 charges per Long Rest. As part of an attack action, you may expand a charge to add +1 to hit and 1d8 Radiant damage to that attack. After the hit, it creates a Radiant Shockwave that only deals the same bonus Radiant damage to all creatures but the initial target in a linear beam of 5ft wide and 20ft long from the initial target with a direction of your choosing.


Jury’s Sense: Whenever you make an Insight Skill Check, as a reaction you may add +1 (+1 per soul) to it. Regardless of the result, for the next 2 hours, you understand every language spoken by that target provided it has the ability to speak. 

For each soul you gained, +1 to your Passive Insight.

​

​

​

Keyword: Offensive Kit, On hit bonus, Linear Area-of-Effect, Insight skill check, Flying Speed Bonus.

Tier 01 Perks

  • Fury Assault: Wrath Infusion modifier: The Radiant Shockwave travels 10ft further. If you hit at least 3 different creatures with Radiant Shockwave, refund a Charge.

  • Righteous Assault: Wrath Infusion modifier: Add +3 bonus to all the Radiant damage if it was an Aberration, Elemental, Fey, Demonic, Celestial, Undead or Corrupted creatures.

  • Truth Seeker: Jury’s Sense modifier: This can now apply to your Persuasion & Intimidation skill checks as well.

  • Integrity Seeker: Jury’s Sense modifier: Double the bonus provided for your Passive skill checks. This additionally includes Perception.

  • Wings of Justice: Wings of Judgment modifier: Whenever a creature makes an attack of opportunity, as a reaction you may fly up to 30ft towards the attacker.

  • Wings of Authority: Wings of Judgment modifier: While flying, your speed cannot be reduced beyond your racial base speed.

​

Tier 02 Perks

  • Forces of Wrath: Wrath Infusion modifier: Add another damage dice to your Wrath Infusion and you may push the initial target 10ft away from you before creating the Shockwave.

  • Forces of Asperity: Wrath Infusion modifier: Add another damage dice to your Wrath Infusion and after that attack with Wrath Infusion, you get to fly for 10ft immediately once per round.

  • Court of Justice: Jury’s Sense modifier: You cannot gain disadvantage to the related ability checks. (Applies to Truth Seeker upgrade if picked).

  • Court of Authority: Jury’s Sense modifier: After triggering Jury’s Sense ability on an Insight check of a creature that interacted with you, up to 5000ft, you are aware of its location within the same realm for 1 hour.

  • Reach of Revelation: Wings of Judgment modifier: Using action to dash, hide or dodge now converts all of your base movement speed to flying speed.

  • Reach of Discovery: Wings of Judgment modifier: Your Flying movement can move through allies and enemies with ease (ignoring reduction of speed). Doing so deals Radiant damage equal to your Proficiency Bonus once per chosen creature per round.

​

Tier 03 Perks

  • The Judge: Wrath Infusion modifier: Radiant Shockwave now triggers 3 times. A creature can only take 1 instance of Radiant Shockwave at a time per round. Regardless, add another damage dice to your Wrath Infusion.

  • The Jury: Jury’s Sense modifier: Passively gain 60ft of vision that you see invisible creatures and objects as if they were visible, detect shapeshifters in their various forms and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

  • The Executioner: Wings of Judgment modifier: Once per Short Rest when you attack and hit, you may expand this charge to cause that attack to create a vacuum that pulls all chosen creatures within 15ft radius of your initial target towards the initial target. They must make a Strength Save or be pulled. Else nothing happens. Regardless, this deals 10 Radiant damage. 

​

Wisdom_Library

Jump to a specific fallen ability

Domain of Wisdom

History of Wisdom

 

The Domain of Wisdom safeguards the Endless Library, an infinite archive containing all recorded knowledge across the realms. At its heart resides the Curator of Knowledge, Goddess of Wisdom, who guides the pursuit of truth and clarity.

​

The Library is protected by Vretiel, Arch Seraph of Wisdom and Grand Librarian, whose gaze sees through all deception. No record is misplaced under his watch.

​

Scholarly expeditions, known as Lore Collections, are dispatched from this domain to recover lost histories and endangered truths. These missions are led by Sophia, Archangel of Wisdom, a master tactician said to recall every expedition ever undertaken.

​

Base Kit of Wisdom

Lore Keeper: Gain Proficiency in History and start with 1 additional Language known. When learning Lore & History through spells or abilities, you learn additional facts with better precision and details (at DM discretion). You can cast Identify Spell and at 4+ Souls, you can cast Legend Lore Spell without any component cost and at will. If a DC or skill check is required, use the Fallen DC and add +1 for each soul to that roll.

 

Unveil Discovery: 3 Charges per Long Rest, as an action or bonus action you mark a creature or object with an "Exposure Mark". You immediately know any damage resistance or immunity of that target upon creating the “Exposure Mark”. While the “Exposure Mark” is active, whenever another creature makes an attack against the “Exposure Mark” target, you may either give +2 or advantage to that roll. On the 5th trigger, you trigger “Divulge Scar" which deals 3d8 Radiant damage to it and ends the “Exposure Mark”. Regardless, “Exposure Mark” lasts for 1 minute.

​

Mind Chapters: 2 Charges per Long Rest, as an action or bonus action you may gain 1 effect that affects your senses. This lasts until the next Long Rest or whenever the target falls unconscious. 

  • Understand 2 new Languages you can hear as if you are proficient with it.

  • Understand 2 new Written Languages you can see as if you are proficient with it.

  • Gain true sight up to 20ft range towards illusionary or invisibility objects. 

  • Detect Magical Sources and physical traps within 15ft range.

Keyword: Support Kit, Reveal Secrets, Arcana, History, Religion Skill checks, Linguistic skill.

Tier 01 Perks

  • Page of Division: Unveil Discovery modifier: On the start of your turn, when Divulge Scar triggers, you may duplicate the damage and deal that same damage up to 2 different creatures within 60ft of you.

  • Page of Defence: Unveil Discovery modifier: On the start of your turn, before Divulge Scar triggers, you may shift each trigger to instead shield a different target, they gain temp hitpoints instead.

  • Abjuration Mastery: Mind Chapters modifier: Gain a new choice, Magical traps, locks, Spells of the School of Abjuration and similar abilities set by you have increased DC by 2. (The DC stays modified even after this effect ends).

  • Talent Mastery: Mind Chapters modifier: Gain a new choice, gain 1 (+1 per 4 souls) Expertise to a skill you are either proficient or not. 

  • Shared Lore: Lore Keeper modifier: Whenever you perform any Study actions, you gain +3 to the roll.

  • World Lore: Lore Keeper modifier: Duration of abilities and spells you are concentrating can last twice as long.​

Tier 02 Perks

  • Chapter of Mind: Unveil Discovery modifier: Spells and Abilities you perform against targets with Exposure Mark has increased DC of 1.

  • Chapter of Amplification: Unveil Discovery modifier: Exposure Mark gains new bonus options: ‘add 1 additional damage dice’ or ‘damage dealt ignores damage resistance’.

  • Chapter of Repetition: Unveil Discovery modifier: Whenever you cast Unveil Discovery, change the Divulge Scar requirement to trigger by +1 or -1. If it was reduced, Divulge Scar damage increased to 6d8 instead.

  • Secret Knowledge: Mind Chapters modifier: Gain a new choice, you can study Ciphers, Puzzles and Code with an Investigation skill check without the Ciphers or Context (Dm discretion).

  • Shared Knowledge: Mind Chapters modifier: You may target another willing creature within 30ft of range of you to gain the benefits of this ability. They however only get it for the next 8 hours.

  • Psionic Knowledge: Mind Chapters modifier: Gain a new choice, Prevent any Psychic damage to you and nobody speak or scry on you via telepathy or similar effects.​

Tier 03 Perks

  • Divine Intellectual: Unveil Discovery modifier: Double all bonuses provided by Exposure Mark. Whenever Divulge Scar triggers, you gain additional action for the next available turn.

  • Brilliance of Mind: Unveil Discovery modifier: Reduce 1 Charge but whenever you cast Unveil Discovery, you can now target up to 2 targets.

  • Mind Palace: Mind Chapters modifier: You can now choose to gain up to 4 effects per cast. Reduce to 2 effects if you target other creatures instead.

​

Hope_Garden.jpg

Jump to a specific fallen ability

Domain of Hope

History of Hope

 

The World Heart: Goddess of Peace and Life . Protector of all life, domain of hope protects life and spirit from being manipulated and disrupted from other evil. 

​

Iofiel (eye-of-feel): Arch Seraph of Hope and Life watches over the legendary sacred Well of Eternity that is said to have ability that could cure any form of deadly aliment. Watchful Eyes ensures the other mortal creatures are taken care of, in particular Haniel (Han-ee-ell): Archangel of Hope personally oversee this operation.  

​

Base Kit of Hope

Hopeful Gifts: Gain Proficiency in Medicine. Gain 8 Holy Points, each can be converted to Spirit or Vigor at any time when using any Hope’s Fallen Abilities. All points are recovered at the start of a Long Rest.

 

Spirit & VigorSpirit Healing: You may spend 1 Spirit as a bonus action to heal another creature within 30ft of you, hitpoints equal to your proficiency bonus +2.

Vigor Empowerment: You may spend 1 Vigor as a reaction whenever a creature makes an ability check within 30ft range of you. Adding +2 to that roll.

 

Protection Shell: As a free action once per round during your turn, spend 1 Spirit and Vigor to target a creature within 30ft range of you to give that creature Temp Hitpoints equal to your Proficiency bonus +2. This lasts for 1 hour.

​

Keyword: Healing Kit, reactive Skill check bonus, resource management, Temp Hitpoints.

Tier 01 Perks

  • Regen Boost: Spirit & Vigor modifier: Spirit Base healing improves by +1. You can also use an action to activate the ability, doubling the healing value.

  • Power Boost: Spirit & Vigor modifier: Increase Vigor Base bonus provided equal to your Soul amount.

  • Shield of Vigor: Protection Shell modifier: Increase the Temp Hitpoint provided equal to your Soul amount.

  • Shield of Spirit: Protection Shell modifier: Whenever the Protection Shell expires, heal hitpoints to the shielded creature equal to your Proficiency bonus.

  • Soothing Charity: Hopeful Gifts modifier: Gains 2 Holy Points every Initiative Roll. You can now cast Protection Shell Ability up to 2 times per round instead.

  • Soothing Eureka: Hopeful Gifts modifier: Whenever you heal another creature during your turn, your next D20 roll gains +1d4. This lasts for 1 minute. Only one instance can be active at any time.

​

Tier 02 Perks

  • Radiant Guide: Spirit & Vigor modifier: You can add multiple instances of Spirit Points when using Spirit healing. For each Spirit, add +2 to the healing value.

  • Radiant Heal: Spirit & Vigor modifier: You may spend 3 Spirit as an action to remove 1 Status Condition on another creature within 20ft of you.

  • Rescue Faith: Spirit & Vigor modifier: You may spend 3 Vigor as an action to either Pull a willing creature 20ft towards you or push yourself towards a creature within 20ft range of you.

  • Rescue Impulse: Spirit & Vigor modifier: As a reaction, whenever a willing creature makes a saving throw. Spend 2 Vigor to give that creature within 15ft range of you, +1 to it. You can repeat this up to +4 (8 Points total).

  • Blessed Tribute: Hopeful Gifts modifier: After each Long Rest, you now gain 16 Holy Points instead. When you take a Short Rest, you can recover up to 3 Points.

  • Spurred Tribute: Hopeful Gifts modifier: All Fallen ability cast range increased by 15ft. Whenever you cast Protection Shell, you heal equal to your Proficiency bonus.

​

Tier 03 Perks

  • Twin Heart: Spirit & Vigor modifier: Spirit Healing can now target an additional target. The First target heals additional +2 hitpoints.

  • Avert Death: Protection Shell modifier: While the Temp Hitpoint is active on any creature, all of your Attack and Ability Checks rolls gains +3. If you are within 20ft of at least 2 creatures with Protection Shell’s Temp Hitpoints, at the start of your turn, you heal 2 (+2 per soul) hitpoints.

  • Grand Hope: Hopeful Gifts modifier: You can spend 100% of your Points as a bonus action, doing so allows you to recover 1 Charge of a Class Ability or a single Spell slot up to level 7.

​

Fate_Space.jpg

Jump to a specific fallen ability

Domain of Fate

History of Fate

The Eye Beyond, God of Fatewatches from a sanctum of glass and light, sensing disaster before it begins.

Fate’s agents are artists and prophets who perform Challenging Weaves using divine instruments like silver lyres and glass harps. Their music gently shifts destiny to keep the Loom intact.

Their purpose is to guard reality from Titans, beings who can break fate and rewrite existence. The Eye ensures destiny flows, untouched by ruin.

​

Marmaroth (ma-mer-roth), Arch Seraph of Fate, also known as the Weaver of Destiny, shapes the strands of fate with his voice and fingers. His melodies are said to silence chaos itself.


Raphael (Ra-fey-eel), Archangel of Fate, carries a chimeblade forged of celestial glass. It only strikes in moments when the future trembles and must be safeguarded.​

Base Kit of Fate

Symphony of Infinity: 4 Fate Tokens per Long Rest, Fate Tokens are allocation of numbers, resetting to four “10” after every Long Rest. Whenever a willing creature rolls a D20 dice rolls within 30ft of you. You may copy that dice Numeric Value as a free reaction once a round to replace another number in your Fate Token collection. Fate Tokens are used to fuel all of your Fallen abilities.  
You may expand a Fate Token (ignoring the numeric value) to another willing creature within 60ft range of you to reroll a D20 roll before they know the result. (You can only store a single ‘1’ and ‘20’ at any given time).
​

​

Pristine Threads: You may expand a Fate Token as a bonus action to release a “Thread of Fate” that is 30ft long and 15ft wide in one direction. All creatures that have their D20 set by Fate Token last for 4 hours. Pick between Harmonic or Desynchronise effects for each cast of this ability. 

​Harmonic: Align all willing creatures only, set their next 2 D20 rolls to the Fate Token Numeric value. 

Desynchronise: Disrupt all chosen creatures only, targets must make a Charisma Saving throw or set their next D20 roll to the Fate Token Numeric value and take 2d6 Thunder Damage. Half damage only on successful save.

​

Fractured Muse: You may expand a Fate Token to invoke a Twist, as a reaction whenever you make a D20 roll for Skill Check or take damage from a creature. You may exchange the numeric value of a currently stored Fate Token with the exchanged source. 

If it was from a damage source, you reduce the damage taken by that initial Fate Token numeric value first. Then set the new numeric value of the Fate Token equal to the damage taken or to 19 (Whichever is the smaller value). 

Keyword: Support kit, reroll abilities, setting D20 Rolls, reactive abilities, resource tracking.

Tier 01 Perks

  • Reshape Chance: Pristine Threads modifier: Harmonic bonus applies to additional D20 roll.

  • Foresight Chance: Pristine Threads modifier: Harmonic bonus gives you +1 AC for each creature you hit. This lasts for 1 round.

  • Chance Disruption: Pristine Threads modifier: Desynchronise deals +4 additional Thunder damage for each creature you hit.

  • Chance Enhance: Pristine Threads modifier: Desynchronise damage converts to Pure damage when in a Silenced, Anti-magic or against damage immunity effects. Regardless, If you only hit 1 creature, it applies to another D20 roll.

  • Speed of Destiny: Fractured Muse modifier: After exchanging a D20 from a Skill check, add +1 or -1 to the new Skill Check roll and the new Fate Token numeric value.

  • Skills of Destiny: Fractured Muse modifier: When you invoke a Twist, you can immediately perform a Dash action before exchanging your D20 roll (and before taking damage).​

Tier 02 Perks

  • Powerful Destiny: Pristine Threads modifier: Extend the Thread of Fate by 15ft. Add +1 or -1 to the Fate Token numeric value before changing the target’s D20 roll(s).

  • Bountiful Destiny: Pristine Threads modifier: If you hit a creature with Threads of Fate, you may redirect the direction of it once using the remaining length of the Thread. Add +1 or -1 to the Fate Token numeric value before changing the target’s D20 roll(s).

  • Reaching Fate: Fractured Muse modifier: Double the numeric value of the Fate Token used to reduce the damage taken. If the damage is reduced to 0 or less, set your new Fate Token numeric value to 19.

  • Positive Fate: Fractured Muse modifier: After you invoked a Twist, you may delay the damage taken for 1 round. After the end of your next turn, the damage taken is released as a 15ft radius around you dealing it as Thunder damage to all creatures instead.

  • Instant Existence: Symphony of Infinity modifier: The starting Fate Token numeric values can be changed to add +2 or -2. Gain an additional Fate Token.

  • Crafted Existence: Symphony of Infinity modifier: After making a target creature reroll, you may automatically copy the new D20 roll and exchange one of your Fate Tokens. Gain an additional Fate Token.

Tier 03 Perks

  • Oracle Fortune: Pristine Threads modifier: Upon cast, once per initiative roll you may release 4 additional Thread of Fate with that same Fate Token Numeric value.

  • Weaver of Time: Fractured Muse modifier: Gain an additional Reaction that can only cast Fractured Muse. Add +1 or -1 to the new Skill Check roll and the new Fate Token numeric value.

  • Fate of Initiative: Symphony of Infinity modifier: When copying D20 numeric values, you can do it as a Free action, twice per round.

​

Valor_Castle.jpg

Jump to a specific fallen ability

Domain of Valor

History of Valor

 

The Silver Aegis: God of Protection. Gatekeepers and vigilant guardians of Silver City. They are the Silver City front-line Protector and last line of defenders and will do whatever they can to protect the Silver City. 

Ariel (AY-ree-uhl): Arch Seraph of Valor. Gatekeeper of Heaven are the first guardians that upon the Silver Crystal Gate. While Iaoth (i-oath): Archangel of Valor oversee the defense of the Silver City and their other Celestial cities. 

​

Base Kit of Valor

Diligence Vision: Gain Proficiency in Perception. You impose -3 to all stealth skill checks of other creatures against you while you are conscious. Passively gain +1 AC(+2 at 3 or more souls) (but not more than 26).

 

Valorous BeaconPassively gain bonuses based on whether Banner or Flag Form is active. A bonus action is required to swap between forms or to turn it on or off, doing so triggers the effect immediately. If your hitpoints ever drop to 0, the Valorous Beacon becomes disabled until the next Long Rest. Valourous Beacon cannot be targeted. When you are at least 120ft away from Valorous Beacon, it always swaps to Banner Form.

Flag Form: Plant a stationary Form into the ground where you stand. A 15ft radius that provides +2 to all Saving throws and ability checks for all chosen creatures. Reduce all damage taken from spells by 3 (+1 per soul).

Banner Form: Pull the Valorous Beacon wherever it is and plant itself on you, following wherever you move. A 5ft radius that provides +2 (+1 per soul) to all damage rolls for all chosen creatures inside. Chosen creature’s first attack per initiative roll has advantage.

 

Defensive AnticipationTwo charges per Long Rest, as an action or bonus action, expand a charge to create 2 statue copies of you anywhere 5ft adjacent around you that are attached and move with you in their exact position. They have the same exact stats as you, cannot be forcibly moved and are considered as objects. 

While active, +2 to Athletics and Acrobatics Ability Checks. This lasts for 12 hours and can be dismissed as a free action during your turn.

Keyword: Defender kit, stats Bonus, Athletics & Acrobatics skill checks, Stationary Benefit.

Tier 01 Perks

  • Solid Vigilance: Valorous Beacon modifier: While Flag Form is active, if there are at least 3 creatures within the Aura radius, double the bonuses.

  • Strong Vigilance: Valorous Beacon modifier: While Flag Form is active, you provide 3 damage reduction to all other chosen creatures inside. However, whenever those chosen creatures take damage, the reduced damage is transferred to you and deals Pure damage towards you instead.

  • Bonded Strife: Valorous Beacon modifier: While Banner Form is active, if there are at least 3 creatures within the Aura radius, chosen creatures have the ability to Prone targets they hit with attack rolls if it was a non-range attack. Else it Pulls the target 5ft closer towards the attacker.

  • Hasten Strife: Valorous Beacon modifier: While Banner Form is active, gain +10ft movement speed. This is increased to +15ft if at the start of your every turn, there are at least 3 creatures within the Aura radius.

  • Stable Stance: Defensive Anticipation modifier: Applies to Perception, Insight, Medicine and Stealth skill checks. Increase base bonus by 3.

  • Unbreakable Stance: Defensive Anticipation modifier: Defensive Anticipation modifier: As an action or bonus action, you can drop or pick up the statue within 5ft range of you. The dropped statues can then be valid targets to move the Flag or Banner to as well when swapping modes.

​

Tier 02 Perks

  • Stalling Beacon: Valorous Beacon modifier: Cause the Flag Form Aura to restrict special movement. All Flying, Climbing, Teleporting and Burrowing speed cost 2 times more movement in it.

  • Trampling Beacon: Valorous Beacon modifier: Cause the Flag Form’s Aura to apply empowered advantage to chosen creatures. Chosen creatures when rolling advantage gets to roll 3 dice and take the highest instead. Chosen creature’s saving throws numeric value cannot be less than 10.

  • Bulwark Structure: Valorous Beacon modifier: While in Banner Form, your first attack each turn that hits deals additional Radiant damage equal to thrice the value of your Soul Perks. This damage can either push or pull the target 15ft away or towards you upon hit.

  • Vitality Blockade : Defensive Anticipation modifier: Your statues can now make an attack of opportunity with each of their own reactions. You and the statues attack of opportunity on hit reduces their movement speed by 10ft.

  • Versatile Blockade: Defensive Anticipation modifier: Your statues can mimic non-hostile actions of you, each gaining an action that can only be used for Object Interaction that they perform only right after you spend your action for Object Interaction.

  • Vigilance Blockade: Defensive Anticipation modifier: While active, you cannot be surprised and after you swap Forms for Valorous Beacon, you gain back your bonus action. This can occur once per round.​

​

Tier 03 Perks

  • Victory Emblem: Valorous Beacon modifier: As an action or bonus action once per round, you force your Valorous Beacon to strengthen its aura. Push all chosen creatures to the edges of your Valorous Beacon radius, if this is the first time a creature is affected by this, for 1 round they cannot enter the Valorous Beacon aura.

  • Eye of Endurance: Valorous Beacon modifier: As an action, you can teleport up to 60ft range of you anywhere you can see. Upon arrival, declare what Form Valorous Beacon takes up and deal 4d6 (Flag Form) or 7d6 (Banner Form) Radiant damage to all chosen creatures inside the Aura. This can be used as long as you are not Incapacitated or Unconscious.

  • Savior of Courage: Defensive Anticipation modifier: The statues now mimic attacks you make, they however use the same attack roll results as you per attack and can only deal 10 Radiant damage to the target. They can only benefit from Valorous Beacon bonuses but cannot be penalised by any other sources.

​

War_Warzone.jpg

Jump to a specific fallen ability

Domain of War

History of War

 

The Golden Mastermind: Goddess of the War. She and her Angels are the first to rise to act when invading realms and dimension. They are relentless and fierce, Gadreel (Gald-reel): Archangel of War.

 

Mechanic of Celestial Engine creates this powerful devices known as the Celestial Engine. They bring the firepower of the Silver City upon any who dare oppose them. Camael (Car-mail): Arch Seraph of War. Celestial Commander of the First Banner is rumored to lead the charge. 

​

Base Kit of War

Fierce Tactician: Gain Proficiency in Intimidation. 2 charges per Long Rest, as a reaction during your turn, expand a charge to command another willing creature within 60ft of you that can hear you to use its reaction to perform 1 action to only use an Object Interaction Action or 1 weapon attack against a target of your choice. 

 

Warfare Ruse: 3 charges per Long Rest, as a bonus action create 3 tiles within 30ft range of you, each can either be Offence or Defence mode. They are 10ft by 10ft in size. All tiles last for 2 hours and have their effects triggered at the end of your turn. 

Defence: Chosen Creatures gain Damage Reduction equal to your Proficiency Bonus for 1 round.

Offence: Chosen Creatures take Radiant damage equal to your Proficiency Bonus.  

 

War Master: 2 charges per long rest. As a bonus action you can create a Celestial Engine (CE) of either form within 30ft of you. All Celestial Engine has 20 hitpoints (+10 per soul) and AC 15.  It lasts up to 1 minute and deals double damage to objects and structures. Only 1 CE can exist at any time.   

 

(CE) Golden Bunker: Create a Bunker of 15 x15ft square. Any creature within the space gains Half Cover. A target with Half Cover has a +2 bonus to AC and Dexterity saving throws. Lasts for 1 minute.

(CE) Triumphant Catapult: Summon a Catapult that can hit targets behind cover. Before it can be fired, it must be loaded and aimed. It takes 1 actions to load the weapon, 1 action to aim it, and 1 action to fire using 1 of the attacks below or hurl other kinds of projectiles, with different effects.  
Radiant Orb: Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 2d10 bludgeoning + 3d10 Radiant damage.

Keyword: Offensive kit, extra action economy, defensive abilities, siege options.

Tier 01 Perks

  • Crystal Strategy: Warfare Ruse modifier: Each Offence Tile can be detonated, as a bonus action. Doing so deals triple its damage and reduces all creatures’ movement speed by 10ft for 1 minute. Stacks with itself.  

  • Bitter Strategy: Warfare Ruse modifier: Each Defence Tile can be solidified, as a bonus action. As long as it is not occupied by a creature or object, it becomes a 10ft cube opaque wall. It can be reverted back to its original form with a bonus action.

  • Expedite Hail: Fierce Tactician modifier: The additional commanded attack can now be any kind of attack. Regardless, that attack gains +1 to its attack and damage roll.

  • Boastful Hail: Fierce Tactician modifier: You can use your reaction to command another willing creature to move up to half of their base speed. All attacks of opportunity have disadvantage against this movement.

  • Radiant Barrier: War Master modifier: Golden Bunker improves its Cover Bonus to provide +1 additional bonus to AC and Dexterity Saving Throw. As a bonus action, you can solidify the bunker to prevent any creature from moving into the Bunker. (Exiting is still allowed). Bonus action to undo this effect.

  • Radiant Barrage: War Master modifier: Triumphant Catapult no longer requires an action to fire it (free action). It can also be moved up to 20ft once as part of the action used to Load or Aim the Triumphant Catapult.

​

Tier 02 Perks

  • Enduring Boost: Warfare Ruse modifier: Offence Tile deals double its damage and Defence Tile now provides Difficult Terrain to chosen creatures.

  • Reinforcement Boost: Warfare Ruse modifier: Upon cast, you can add up to 2 additional tiles. 

  • War Tactics: Fierce Tactician modifier: Whenever you command a creature, you can double the effect. (E.g. 2 attacks, full movement, 2 object interaction, etc).

  • War Strength: Fierce Tactician modifier: You can target up to 2 willing creatures.

  • Mobile Instrument: War Master modifier: The Golden Bunker can now be moved by you. As a bonus action, you can move the Bunker up to half of your base speed. Creatures inside follow the Golden Bunker (Forced Movement).

  • Dragon Instrument: War Master modifier: The Triumphant Catapult inflicts Holy Fire, upon hitting the initial target, it deals 1d6 Fire and 1d6 Radiant damage to all other creatures within 10ft radius of the initial target.

Tier 03 Perks

  • Reactive Instinct: Warfare Ruse modifier: During your turn, you can spend your own movement speed to shift any Tile anywhere you can see. Every 5ft you spend, you can move a tile 10ft.

  • Siege Master: War Master modifier: All Celestial engines receive +25 hitpoints and +3 AC. Golden Bunker provides a Three-Quarters Cover bonus. Triumphant Catapult range increases to 300/1,200 ft & +9 to hit.

  • Silver Commander: Fierce Tactician modifier: Increase cast range to 120ft. You can now spend your reaction to make a willing creature perform a full Action (E.g. cast spells, make multiple attacks, use abilities, etc).

​

Justice
Wisdom
Hope
Fate
Valor
War

D&D Homebrew Universe
GM Master: Timothy R Wee

Universe Born on Oct 2017

Welcome to the world of Verlantis, plagued by the aftermath of the Eternal Wars between Heaven and Hell. 

Explore the world as it adapts and resolves their own agendas in a universe influenced by Outworldly Beings.

  • Fallen_Front_Page_Logo_v4
  • Discord
  • Instagram
  • Linkedin
bottom of page