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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. 

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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).   

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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. 

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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.

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

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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.

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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. 

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Domain of Wisdom

History of Wisdom

 

Curator of Knowledge: Goddess of Knowledge and Wisdom . This domain protects and catalogs all form of information within their Legendary Endless Library.

 

Many have attempted to gain access to this vault but this Library are constantly protected by Vretiel (Vee-di-ale): Arch Seraph of Wisdom, Grand Librarian of the Endless Library
Many expedition of the Silver City are planned and organised within this domain, Sophia: Archangel of Wisdom has been known to oversee much of the Lore collection Expeditions.

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Base Kit of Wisdom

Page of Knowledge: Gain Proficiency in History and start with 2 additional Languages known. Reduce the requirement to complete reading, research or similar activities by half of the usual duration.

 

Unveiling Scan: 10 Charges per Long Rest, as part of the action you spend when you target a creature with an attack, spell or ability, you may expand a charge to inflict the Unveil condition onto them. At the start of your turn each round, a creature with the Unveil condition exposes a fact about itself to you. These facts can be chosen by you. (E.g. 1 Damage Resistance/Immunity, 1 Saving throw bonus, 1 Unique Ability, Senses or etc.).  

​During your next turn and the turn after, you can use a bonus action to expand another charge to immediately learn another fact on a creature with the Unveil Condition. (This is an additional fact outside the ongoing Unveil condition). Regardless, all Unveil Conditions last for 1 minute.

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Librarian Mind: 2 Charges per Long Rest. As a bonus action, expand a charge to gain the ability to read all written language and apply 1d4 to all Arcana, History and Religion skill checks for the next 2 hours.

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Keyword: Support Kit, Reveal Hidden Stats, Arcana, History, Religion Skill checks, Skill check bonus, Linguistic skill.

Tier 01 Perks

  • Page of Mind: Unveiling Scan modifier: At the end of each of your turn, each creature with Unveil Condition takes Pure damage equal to your proficiency bonus.

  • Page of Thought: Unveiling Scan modifier: Upon cast, immediately learn 1 fact about the targeted creature.

  • Witty Reader: Librarian Mind modifier: Duration increased to 4 hours. +2 hours when there are 4+ souls. Tier 03 upgrade: The base bonus is now passively active.

  • Inspiring Reader: Librarian Mind modifier: Any abilities checks related to the writings gain +2. Tier 03 upgrade: +4 instead.

  • Shared Lore: Page of Knowledge modifier: When you perform the help action. You provide additional +2 to the roll you are assisting with.

  • World Lore: Page of Knowledge modifier: Whenever a spell or ability affects you, you may expand a charge from any Fallen ability to gain advantage to the save.  

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Tier 02 Perks

  • Chapter of Mind: Unveiling Scan modifier: You can target a willing creature, doing so allows you to share 2 different Saving Throw Bonuses that you have to that creature. The higher value is shared between both creatures for the duration.

  • Chapter of Thought: Unveiling Scan modifier: Whenever you deal damage to creatures with Unveil Condition deals bonus Pure damage equal to twice the value of your Proficiency bonus. Each creature can trigger this once per round.

  • Secret Discovery: Librarian Mind modifier: While active, Librarian Mind allows you to decipher Ciphers and Code with a disadvantage Investigation skill check without the Ciphers. Tier 03 Upgrade: It is now done with Advantage instead.

  • Smart Discovery: Librarian Mind modifier: Upgrade the dice to 1d8 and extend duration by 2 additional hours. Tier 03 Upgrade: Upgrade dice to 1d12 instead.

  • Skills Mastery: Page of Knowledge modifier: Gain Expertise in 2 different Skills, they must previously be proficient.

  • Ploy Mastery: Page of Knowledge modifier: Magical traps, locks, Spells of the School of Abjuration and similar abilities set by you has increased DC by 2. You have advantage on saving throws from Magical traps. 

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Tier 03 Perks

  • Divine Intellectual: Unveiling Scan modifier: On the round where a creature under Unveil Condition would provide its first fact, it provides 3 facts instead.

  • Brilliance of Mind: Librarian Mind modifier: Gain every other Librarian Mind Perk upgrades and unlock their Tier 3 upgrades.

  • Mind Palace: Page of Knowledge modifier: You may spend 1 minute meditating in one position. Doing so allows you to recharge 1 ability (Class, Subclass or Fallen are valid) to its maximum charge.

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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. 

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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.  

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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.

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Keyword: Healer Kit, healing abilities, 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.

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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.

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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.

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Domain of Fate

History of Fate

 

The Eye Beyond: God of Fate. The scouts of the Eternal Silver City, they are granted with brilliant foresight that allows them to detect dangers before it has actually happen. Challenging Weaves are made to try shift some influence to prevent the danger but ultimately this keeps the Silver city a head of many threats. 

 

Marmaroth (ma-mer-roth): Arch Seraph of Fate. Weaver of Destiny and Raphael (Ra-fey-eel): Archangel of Fate are the rumored angels to personally oversee the weave.

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Base Kit of Fate

Reality Foresight: Gain Proficiency with Arcana. Whenever you have advantage on a Skill Check, gain +1 to it. All Item DC attuned to you has increased by 1.

 

Intertwine Destiny: 2 charges per Long Rest, as a bonus action expends a charge to weave the fabric of reality. Doing so allows you to generate a 10ft aura around you. While this is active, your AC and Dexterity Save increases by 2 (This bonus does not go beyond 20 AC). While it is active, whenever a creature attacks you and hits, as a reaction you invoke a Twist and forgo that entire attack action, ignoring any damage taken. This lasts for 1 hour or until you trigger Twist twice per cast.

 

Weave of Reality: 2 Charges per Long Rest. As a reaction within 30ft range of you, expand a charge to a willing creature to reroll a D20 roll. If the target is within your Intertwine Destiny Aura, the new roll gets a +1.

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Keyword: Support kit, reroll abilities, AC bonus, Saving Throw bonus, DC increment.

Tier 01 Perks

  • Reshape Chance: Intertwine Destiny modifier: Extend the Aura by 5ft. If you have at least 2 creatures inside of it, set your bonus to +3.

  • Foresight Chance: Intertwine Destiny modifier: After triggering Twist, you may make an immediate attack as part of the same reaction to the attacker if within range.

  • Chance Disruption: Weave of Reality modifier: Extend your cast range of this by 30ft. 

  • Chance Enhance: Weave of Reality modifier: You can use this ability on yourself as well, it does not require a reaction.

  • Speed of Destiny: Reality Foresight modifier: Change the Proficiency bonus to Religion, instead of advantage, whenever you have disadvantage to Skill checks, gain +3 to it.  

  • Skills of Destiny: Reality Foresight modifier: Change the Proficiency bonus to Perception, remove Skill checks bonus, gain +3 to initiative rolls instead.

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Tier 02 Perks

  • Powerful Destiny: Intertwine Destiny modifier: Increase the amount of times you can invoke Twist to 3. Increase your maximum charge to 3.

  • Bountiful Destiny: Intertwine Destiny modifier: If there are at least 2 creatures in your Aura, you gain +2 to all attack and damage rolls. If there are at least 4 creatures in your Aura, increase the bonus to +3 instead.

  • Reaching Fate: Intertwine Destiny modifier: After triggering Twist, gain advantage on your next two D20 rolls.

  • Positive Fate: Weave of Reality modifier: Can now target unwilling creatures, you can make them reroll and pick the new roll. This can only trigger once per roll.

  • Instant Existence: Weave of Reality modifier: When you make a willing creature reroll within your Intertwine Destiny Aura, that new roll gains +3.

  • Crafted Existence: Weave of Reality modifier: Gain 1 maximum charge. If anytime the new roll from Weave of Reality becomes a natural 20, refund 1 charge.

Tier 03 Perks

  • Oracle Fortune: Intertwine Destiny modifier: After triggering Twist, you can teleport up to 15ft range away from your initial position. Triggering Twist no longer requires reaction.

  • Weaver of Time: Weave of Reality modifier: Expand 2 charges instead to set the rerolled dice to 20.

  • Fate of Initiative: Reality Foresight modifier: Gain 1 additional upgrade in Tier 1 and Tier 2. Item DC increases to 2.

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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. 

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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 (but not more then 20) whenever Valorous Beacon is active.

 

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 +1 to all Intelligence, Charisma and Wisdom Saving throw and ability checks for all chosen creatures. 

Banner Form: Pull the Valorous Beacon wherever it is and plant itself on you, following wherever you move. A 5ft radius that provides +1 to all damage rolls for all chosen creatures inside.

 

Defensive Anticipation: Whenever you make an Athletics or Acrobatics Ability Check, as a reaction you can add +1 to it. In addition, if Banner form is active and you are inside its Aura radius, you cannot be forcibly moved [Exclude effects: Being eaten, forced teleportation and falling] while if Flag Form is active, increase bonus by adding +2.

Keyword: Defender kit, AC bonus, Damage Bonus, Athletics and 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, you gain Damage Reduction to Piercing, Slashing and Bludgeoning damage equal to 2 +(1 per soul).

  • 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, you gain +2 to AC.

  • Hasten Strife: Valorous Beacon modifier: While Banner Form is active, gain +5ft movement speed. This is increased to +15ft if at the start of your turn, there are at least 3 creatures within the Aura radius.

  • Stable Stance: Defensive Anticipation modifier: Increase the base bonus to +2.

  • Restful Stance: Defensive Anticipation modifier: At the start of your turn, if there are at least 3 creatures inside your Valorous Beacon aura radius, apply the base bonus to your own Strength and Dexterity Saving throw.

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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.

  • Flashing Beacon: Valorous Beacon modifier: Cause the Flag Form’s Aura to prevent any other chosen creatures from getting advantage on their attack rolls. The base bonus now applies to all types of saving throws.

  • Bulwark Structure: Valorous Beacon modifier: While in Banner Form, your first attack each turn that hits deals additional Radiant damage equal to twice the value of your Soul Perks. This damage pushes the target 10ft away from you.

  • Vitality Blockade : Valorous Beacon modifier: While in Banner Form, all damage you deal gains +2. You also deal double damage against structures and objects.

  • Versatile Stance: Valorous Beacon modifier: After you swap Forms, you gain back your bonus action. This can occur once per round.

  • Vigilance Stance: Diligence Vision modifier: Double the penalty to all Stealth checks against you. Your initiative can never be 14 or lower.

Tier 03 Perks

  • Victory Emblem: Valorous Beacon modifier: As an action, you force your Valorous Beacon to strengthen its aura. Push all chosen creatures to the edge of your Valorous Beacon radius and until the end of your next turn, triple all the base bonus provided.

  • Eye of Endurance: Valorous Beacon modifier: As an action, you can teleport up to 30ft range of you anywhere you can see. Upon arrival, declare what Form Valorous Beacon takes up and deal 2d6 Radiant damage to all chosen creatures inside the Aura. This can be used even if you are under any Condition except for Petrified, Incapacitated or Unconscious.

  • Savior of Courage: Defensive Anticipation modifier: You gain bonuses from both forms regardless of Valorous Beacon Form. In addition, you no longer can be Forced Teleport, Banished or Polymorphed while inside your own Valorous Beacon radius.

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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. 

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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.

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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).

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