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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 journey, Fallen Characters may swap between their perks choices per every long rest

 

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

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Pact of Chaos

History of Chaos

 

The Lord of Anarchy : Archlord Demon of Chaos and Red Lightning. This pact are the catalyst of chaos and power, constantly fighting and conquering other realms and each other.  There are no law or rules, wild and anarchic, the minions of chaos that only follow the strongest among themselves. Current in control of the 4th level of the Underworld. 

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Gatasha, Arch Demon of Chaos, the Quadruple Baron, oversee the carnage that occurs on the Pandemonium Wasteland while Luyania (Lu-ya-nee-na), the Manifestation of Evocation, shapes the raw energy of the Underworld into a more unstable source of Arcane essence known as the Red Lightning.  

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Base Kit of Chaos

Destruction of Chaos: Gain proficiency in Acrobatics and +1 to all Strength and Dexterity Skill Checks. All Red Lightning damage caused by you deals Triple damage to objects and structure. Red Lightning follows the damage statistics and rules as the normal Lightning damage type. At 3 souls or more, gain resistant to Lightning damage.

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Red SparksPassively, when you spend an action to make an attack or cast a spell that targets a creature and deals damage to it, you must impose Red Spark and add Red Lightning damage equal to your Proficiency Bonus to it. 

4 Charges per Long Rest, as part of that same action, you can expand a charge to empower Red Sparks. Doing so releases 4 Jolts that deal Red Lightning damage equal to 4 (+2 per soul) to 4 creatures within 20ft radius of you. Each creature can only be targeted by 2 Jolts at any time. Structures and objects can be targeted with multiple Jolts.

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Chaos Bounce: 2 charges per Long Rest as a Bonus Action, surge yourself with Red Lighting as you declare a direction and roll 1d8.  You jump and move yourself by 10 + (5ft x dice roll result) ft in which it does not trigger any Attack of Opportunity. You deal 1d12 Red Lightning damage to everything you pass through, then land to the nearest unoccupied space.

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Keyword: Offensive Kit, damage bonus, multiple targeting, siege ability, teleportation ability.

Tier 01 Perks

  • Wild Energy: Red Sparks modifier: Increase the Red Lightning damage dealt by +1. This applies to the empowered Red Spark’s bonus damage and each Jolt’s damage.

  • Chaotic Energy: Red Sparks modifier: You generate 1 additional Jolt per cast. Each creature can now be targeted by 3 Jolts.

  • Turmoil Strength: Chaos Bounce modifier: Upon landing, you also deal the same Red Lightning damage to all other creatures within 5ft radius of you.

  • Disarray Strength: Chaos Bounce modifier: You can now carry 1 willing creature with you but reduce the total jump distance by 15ft (to a minimum of 10ft of jump).

  • Red Light Spell: Destruction of Chaos modifier: As a Free action during your turn, your next damage roll that deals Lightning damage, you can convert it to Red Lightning damage type instead. That gains +3 to that damage roll.

  • Red Bind Spell: Destruction of Chaos modifier: After dealing damage with Red Spark or Chaos Bounce, once per round you may move up to 15ft in one direction as a free action during any creatures’ turn.

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Tier 02 Perks

  • Energy Spectrum: Red Sparks Modifier: The imposed Red Spark mandates that your Red Lightning damage to bounce to another creature within 15ft range of your initial target. It deals double the Red Lightning damage.

  • Potential Spectrum: Red Sparks Modifier: Increase the Jolt’s range by 15ft and release 2 additional Jolts. Red Spark Jolts can now target yourself multiple times, doing so increase all Red Lightning damage you deal by 2 per Jolt. Bonus lasts for 1 minute.

  • Absurd Jump: Chaos Bounce modifier: After your first jump, you can choose another direction and jump 15ft in that direction. This is still part of the same charge and triggers any Chaos Bounce effects.

  • Bizarre Jump: Chaos Bounce modifier: Increase the base distance bonus to 20ft. If you managed to travel at least 40ft, increase the damage to 2d12.

  • Red Charge: Destruction of Chaos modifier: All damage types you deal now convert to and deal Red Lightning damage no matter what. You ignore any damage reduction and Temp Hitpoints your target would have.

  • Red Death: Destruction of Chaos modifier: When you convert your next damage roll to deal Red Lightning damage type, duplicate it to another creature within 10ft of the initial target, this must occur.

Tier 03 Perks

  • Power Overwhelming: Red Sparks Modifier: Passively after you trigger Red Spark, you release 2 Jolts. Whenever you Empower Red Spark, you release a ring of Red Lightning that deals 2d6 to all creatures within 20ft radius of you.

  • True Chaos: Chaos Bounce modifier: For every 15ft you travelled with this, increase the damage dealt by 3. Change the distance dice to 2d6 instead of 1d8.

  • Charged Catalyst: Destruction of Chaos modifier: Gain 3 additional charges for both Red Sparks and Chaos Bounce. At the end of your turn, release 1 Red Spark’s Jolt at a creature within 20ft range of you.

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Pact of Corruption

History of Corruption

 

Lakariss: Archlord Demon of Corrosion & Corruption. The Hive Mind. Lead the contagious and vile pact, invading the material realm, prior his defeat by the God of the Star Lanathar.

Orculiruza Blackblood: Archlord Demon of Death and Decay, Lord Blackblood rose to take over the pact. Dominating the 8th level of the Underworld they work in the shadow, dominating lesser beings serve against their will, growing their army without the expense of their own kind, expanding the Pact of Corruption endless strength.

Xotica, Captain of the Integrity of Sins, controls the authority force against those who oppose the Lord Blackblood while Gourhan, Architect of Mire, controls what grows in the Defiled Unsullied.

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Base Kit of Corruption

Infectious Gale: Gain proficiency in Medicine. For each other creature that has an ongoing Plague inflicted by you, gain +1 to your Concentration checks. You generate a 5ft radius of a Defiling Aura that deals Acid damage equal to your Proficiency bonus to every creature that starts their turn in it. It takes a bonus action to turn this On or Off. 

 

Plague of Defile: After dealing damage as part of an action, you may expand a charge once per round to inflict this Plague upon the target(s). Based on the number of creatures affected by your plague, you gain a specific bonus. You have 3 charges per Long Rest. All Plagues last for 1 hour.

If only 1 creature has any Plague: You gain +1 AC and deal 1d4 Acid damage additional against plagued targets.

If only 2 creatures have any Plague: You gain +2 to all saving throws and gain +2 to attack rolls.

If at least 3 creatures or more have any Plague: All plagued targets suffer 1 additional damage dice from your damage sources.

 

Reaping Evolutionary: As a bonus action, you can harvest a living creature with a Plague within 30ft range. Doing so ends the effects of that instance of Plague and you gain 1 Stack of Evolutionary. They last forever or until spent and have a maximum stack of 3 +(1 per Soul). Consuming stacks is performed as a byproduct of other actions taken but only once can occur per turn.

1 stacks: When making an attack roll, skill check or saving throw, as part of that related action add +3 to it.

1 stacks: After you take damage and are still conscious. Heal hitpoint equal to your Proficiency Bonus.

3 stacks: As part of that action, extend any spell or ability cast range and radius by 10ft and 5ft respectively.

3 stacks: As part of that action, when making a damage roll, +1 additional damage dice.

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Keyword: Utility Kit, AC bonus, Damage bonus, Damaging aura, stacking bonus, Reactive Skill Check bonus, range increment bonus.

Tier 01 Perks

  • Potent Evolution: Plague of Defile modifier: If only 1 creature has any Plague, you also gain +1 Spell DC.

  • Painful Evolution: Plague of Defile modifier: Whenever a creature with a Plague dies, an acidic blob explodes dealing 1d6 (+1 per soul) to all creatures within 10ft radius of it. Double this damage against Plagued creatures.

  • Shadow Toxic: Reaping Evolutionary modifier: After you harvest, you may become invisible until the end of your next turn. 

  • Malleable Toxic: Reaping Evolutionary modifier: You can shift a Plague from 1 creature to another as a bonus action. Doing so deals 1 (+3 per soul) Acid damage to both creatures.

  • Viral Mixed: Infectious Gale modifier: Defiling Aura can also apply Plague of Defile to creatures that suffered the aura’s damage. 

  • Vitality Mixed: Infectious Gale modifier: Extend the Aura to 10ft radius. Whenever you harvest a plague from a creature within the Defiling Aura, that creature takes 4 (+2 per soul) Acid damage.

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Tier 02 Perks

  • Deadly Evolution: Plague of Defile modifier: Gain 2 additional charges. All your positive numeric bonuses (non-dice values) are increased by 1 and Acid damage dice upgraded to 1d6.

  • Epidemic Evolution: Plague of Defile modifier: If only 2 creatures have any Plague, you also gain +20ft of movement. This movement cannot be affected by difficult terrain or trigger any attack of opportunity.

  • Everlasting Curse: Reaping Evolutionary modifier: When harvesting, you can choose to dissect the plague. Causing it to split and jump to 2 different creatures within 30ft range of the initial target. You still gain 1 Stack of Evolutionary.

  • Cutthroat Curse: Reaping Evolutionary modifier: If only 1 creature has the plague, you can keep harvesting that creature without removing the plague.

  • Death Reward: Infectious Gale modifier: The bonus to concentration checks also applies to all skill checks (up to 1 x soul amount). Defiling Aura damage increased to double of your Proficiency Bonus.       

  • Cursed Reward: Infectious Gale modifier: Extend the Defiling Base Radius by 5ft.  For each other creature that has an ongoing Plague inflicted by you, increase the radius by 5ft, Up to 5 times. Any creature within your Defiling Aura has a -2 to all saving throws against you.

Tier 03 Perks

  • Sprouts of Infection: Plague of Defile modifier: If only 1 creature has any Plague: that creature loses all damage resistant. If only 2 creatures have any Plague: both creatures have a -1d6 to their saving throws. If at least 3 creatures or more have any Plague: You regenerate hitpoints 6 hitpoints at the start of each turn.  

  • Gloom Shade: Reaping Evolutionary modifier: Double the bonus of all effects.

  • Sorrow Grief: Infectious Gale modifier: Should you fail a Concentration check, you may dispel the Defiling Aura to convert that failure into a successful roll. This can only trigger 2 times per long rest.

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Pact of Agony

History of Agony

 

Gorlaya' Kasa: Archlord Demon of Pain and Butchery. The Pact of agony, self inflicting sadist who likes sharing their pain and misery to others. They built their hierarchy through strength and respect despite their aggressive behavior. Dominating the 2nd Level of the Underworld. 

They will not stop until they become powerful behemoths, earning multiple titles under their belt.

Zamdorra, the Pain Conduit, help arrange the great Crucible of Blood, a powerful event that attracts all form of fighters willing to fight among the best, the best duelist help fuel the Pact of Agony powers. Thakal' Mora, the Champion of Archlord, remains the best fighter ever, challeging and surviving a duel against the Archlord himself. 

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Base Kit of Agony

Blood of the Rampage: Gain proficiency in Athletics. All of Agony’s powers are enhanced based on how low your hitpoints values are. They are represented as Fury and Frenzy bonus which you will passively benefit from either one but not both depending on which prerequisites are met. 

Passively, gain +1 to all Strength checks, Fury provides +3 while Frenzy provides +6 instead.  All Hitpoints value checks are rounded down and always exclude Temp Hitpoint for calculation. (All values are rounded up).

Fury = Hitpoints is at 50% or below of your base Maximum Hitpoints. 

Frenzy = Hitpoints is at 10% or below of your base Maximum Hitpoints.

 

Agony Heat: 2 charges per Long Rest, your anger discharges infernal flames of a 10ft aura around you. Any creature that starts its turn in it takes 3 (+2 per soul) Fire damage. Lasts for 1 minute and does not end even if you drop to 0 hitpoints. Fury increases aura damage by +2 while Frenzy increases it by +6 instead.

 

Unyielding Strength: 1 Charge per Long Rest. As a bonus action, you may expand a charge to ignite the rage within you. Recovering at no cost from Prone Condition and gain +10ft movement speed (Cannot go beyond 55ft of movement). Fury provides +5ft additional movement speed and refunds the charge if you dealt damage to another creature within the same turn. Frenzy provides the same bonus but with +15ft movement speed instead. 

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Keyword: Offensive Kit, Aura damage, self hitpoint manipulation, Athletics skill checks, status condition removal, movement speed bonus.

Tier 01 Perks

  • Molten Wave: Agony Heat Modifier: Increase the Aura damage by 1. Fury: +5ft aura radius. Frenzy: +15ft aura radius.

  • Recurring Wave: Agony Heat Modifier: While active, whenever you move at least 15ft of movement towards a creature and attack it. That creature will take an immediate instant of damage from Agony Heat once per round.

  • Aggressive Stance: Agony Heat Modifier: While active, triples your carrying capacity, gain proficiency to improvised attacks and reduce all forced movement effects on you by half.

  • Survival Stance: Agony Heat Modifier: When you expand a charge, you may set your current hitpoint to 50% of your maximum hitpoint as long as it was above 50%. When Agony Heat ends and you are conscious, you heal 2 +(1 per soul) hitpoints.

  • Strength of Hatred: Unyielding Strength Modifier: Can be used to free yourself from Grapple condition as well. When attempting to free yourself from any Restrained Condition, you may expand a charge to add +3 to that roll. If successful, trigger the remaining bonus of Unyielding Strength.

  • Strength of Tolerance: Unyielding Strength Modifier: Fury and Frenzy bonus gains: +1 to all attack rolls for that turn. Frenzy bonus also additionally adds Fire damage to all weapon or spell damage rolls equal to your Proficiency bonus.

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Tier 02 Perks

  • Lava Burst: Agony Heat Modifier: Agony Heat leaves a trail of Heat Zone on the ground that you have moved through. This damages any creature that starts their turn in it or passes through it, dealing damage equal to the current Agony Heat Aura damage. The Heat Zone lasts until the start of your next turn.

  • Fire Pulse: Agony Heat Modifier: When you cast Agony Heat, you release a burst of ferocity. Each creature within 10ft of takes an instant of Agony Heat damage. This triggers again once per cast when Fury and Frenzy bonus activates.

  • Reflect Weakness: Unyielding Strength Modifier: When a creature attempts to Grapple, Restrain, Prone or Stun you, you may expand an Unyielding Strength charge to reflect the effect back at them but using your Fallen DC instead.

  • Neglect Weakness: Unyielding Strength Modifier: When Fury or Frenzy are active, you passively gain their movement speed from Unyielding Strength. (Cannot go beyond 55ft of movement). You also cannot have your speed be reduced.

  • Empowered Anger: Blood of the Rampage Modifier: After rolling initiative, during your first turn as a free action. You may reduce your current hitpoint to 10% of your maximum hitpoint. Until the start of your next turn, if you did not drop to 0, you heal to 50% of your maximum hitpoints.

  • Sickening Anger: Blood of the Rampage Modifier: When Fury bonus is triggered, all Athletics checks dice value can never be less than 11. At Frenzy bonus instead, all Strength checks and Save dice value can never be less than 11.

Tier 03 Perks

  • Eternal Heat: Agony Heat Modifier: While active, any creature that attacks and hits you also receives an instance of Agony Heat Aura damage up to 30ft range of you.

  • Outburst Strength: Unyielding Strength Modifier: Whenever you activate this, you gain 1 additional action. This action cannot be used for Dash, Dodge, Hide or Object Interaction.

  • Undying Rage: Blood of the Rampage Modifier: This first time per initiative roll you would drop to 0, prevent that and set your current hitpoints equal to 10% of your Maximum Hitpoint.

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Pact of Deception

History of Deception

 

Korcent Valiz: Archlord Demon of Deception. Born with many faces, many other Pacts enjoy harvest, eating or destroy their souls. Pact Deception loves manipulating the mortal realms to fight, die or serve misguidedly for either their own gain or schemes. Within the 5th level of the Underworld, agents of Deception enjoy living among the different realm. 

Madam Mystica, the Vault of Intelligence, an arch demon that has a sole purpose of collection every live information that would help contribute to the Archlord's plans. She employs the Hallow Faces, a powerful curated shadow demon led by Nulltyi, the Million Face, who has the ability to infiltrate any realm and replace itself in any role.

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Base Kit of Deception

Echo of Faces: Gain Proficiency in Deception. Whenever you teleport or go invisible, you leave behind a static image of you or your Illusory Form. This image ends when it makes any contact or till the end of your next turn. 

If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your Fallen DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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Infernal Interloper:  3 charges per Long Rest. As a reaction, you may spend 1 charge when a hostile creature within 20ft attacks you, you may change the attacker's target for 1 attack. It cannot target itself. The new Target must be within its attack range and will not move towards the target. Once per initiative, regain 1 charge if this ability kills a creature.

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Illusory Form: 1 charge per Long Rest, as an action, you can take up an illusory form of any creature that matches your body configuration. Taking damage ends this effect. Last for 8 hours. You may dismiss the illusory form as a bonus action. This is considered as a magical Illusion.  For the purpose of dispelling, this is treated as a level 02 (+1 per 2 souls) spell level. 

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Keyword: Defensive Kit, Redirect ability, Deception skill checks, Illusion manipulation, teleport and invisibility abilities.

Tier 01 Perks

  • Hijack Target: Infernal Interloper modifier: When you redirect the attack. That attack has additionally +3 to hit and deals additional 1d6 Psychic damage.

  • Hijack Force: Infernal Interloper modifier: Targets must make at least 2 attacks onto its new target provided it has the ability to.

  • Hoax Knowledge: Illusory Form modifier: Increase the potency of your Illusory Form by increasing it level to level 03 and you can include other different types of senses such as Smell, Texture and Sound to your Illusory Form.

  • Hoax Ruse: Illusory Form modifier: While your Illusory Form is active, you gain +3 to Sleight of Hand and Deception Checks.

  • Mirage Escape: Echos of Faces modifier: Upon trigger, Echoes of Faces causes that illusion to move in a random direction away from you up to your base movement speed. It will stop if it is unable to proceed.

  • Mirage Shadow: Echos of Faces modifier: Whenever you create an illusion from Echo of Faces ability, the next attack against you has disadvantage. This lasts for 1 minute.

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Tier 02 Perks​​​

  • Pilfering Arcane: Infernal Interloper modifier: 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 modifier: Infernal Interloper increase the cast range by 15ft. 

  • Masking Form: Illusory Form modifier: While active, all Intelligence skill checks gain +3 and the next Infernal Interloper cost no Charge.

  • Masking Dust: Illusory Form modifier: While active, you get to pick up to 2 additional languages you understand immediately and the next Infernal Interloper casted has an increased cast range of 500ft.

  • Tangible Swap: Echos of Faces modifier: Increase all Fallen and Class ability DC by 2. While Illusory Form is active, you become immune to Charm Conditions.

  • Tangible Wrap: Echos of Faces modifier: You only need to take a Short rest instead to recover the charge.

Tier 03 Perks

  • Fuel of Deception: Infernal Interloper modifier: Upon use, double the effects on your chosen target. (Double the attack, double the effects of spells or abilities, etc).

  • Master of Disguise: Illusory Form modifier: Your Illusory Form can now change your size by 1 level. You can also gain or lose limbs, wings or tail. (However you do not get their special speed). Illusory Form cannot be dispelled by spells of the fifth level of lower.

  • Grand Displacement: Echos of Faces modifier: Twice per Long Rest, as an bonus action you can swap location with 1 other willing creature up to 60ft of you. Doing so provides +5 to AC and Saving Throws until the start of your next turn.

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Pact of Terror

History of Terror

 

Daibora: Archlord Demon of Fear and Terror. Plays with your imagination but twist it to the point of horror and terror.  Terror consumes fears and project it against any. They dominate the 6th level of the underworld and is constantly at war with the Fantasy Court of the Feywild. The fight for mortal and immortal dreams and that essence fuels their nightmares.

Khan' Braynia, the Harbinger of Apocalypse, stalks the different realm to spread his Whispers of the coming end. With abilities to replicate past world ending events, his whispers are never to be dismissed likely. Towards the immortal races, Vex' Poxalita, the Puppeteer, finds unique ways that even Archlord does not know, to manipulate the emotions of other Immortal beings. 

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Base Kit of Terror

Broken Morality: Gain proficiency in Intimidation. Any creature that is Frightened of you remains frightened of you regardless if they can sense you or not (E.g. Line of sight, hearing distance, etc). They however must still be within 30ft of you only if they lose the ability to sense you. 

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Eternal Fear: 3 charges per Long Rest. As a bonus action, release a wave of ghastly horrors from you up to 20ft range and 10ft wide. All creatures take 2d6 Psychic damage and must make a Wisdom saving throw or become frightened of you for 1 minute. The damage doubles if the target is already Frightened. This damage does not awaken sleeping or incapacitated creatures. Frightened creatures can repeat saves at the every end of their turn.

 

Fragrance of Paranoia1 Charge per Long Rest, as an Action you form a Sinister Aura of 500ft radius around you. This consists of haunting whispers or Peripheral vision anomalies for all creatures inside your aura with the exception of yourself. This inflicts -2 to all skill checks performed. A creature that is already Frightened suffers -6 instead. This lasts for 4 hours or until you take damage equal to 6 or more. While this is active, you unfortunately have disadvantage on Concentration checks. This is not considered an illusion & immunity to Frightened Condition ignores this effect.

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Keyword: Utility Kit, Fear status condition, Wave Area-of-Effect abilities, Wide radius aura.

Tier 01 Perks

  • Despairing Wave: Eternal Fear modifier: If you hit at least 5 different creatures with 1 instance cast, they become Frightened immediately without save. Incapacitated & Sleeping creatures automatically fail this Wisdom save too.

  • Torturing Wave: Eternal Fear modifier: Increase the damage by 1d6 and extend the range to 30ft.

  • Dreadful Scent: Fragrance of Paranoia modifier: You may double the radius by spending 10 minutes instead of an action. Doing so also removes the disadvantage to Concentration check penalty. 

  • Dreadful Stealth: Fragrance of Paranoia modifier: After rolling initiative, for the First round only set your initiative to 30 while Fragrance of Paranoia is active. Afterwards, -2 to your rolled initiative.

  • Terrifying Moral: Broken Morality modifier: While creatures are Frightened of you, their attacks deal reduced damage equal to 1 (+1 per soul). Minimum 1 damage must be dealt.

  • Terrifying Presence: Broken Morality modifier: Whenever you roll a save for Frightened & Incapacitated Condition, do it with advantage.

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Tier 02 Perks

  • Terrorizing Scream: Eternal Fear modifier: At the end of the Eternal Fear projectile, release 2 additional waves each part firing perpendicularly in opposite directions. This new projectile can only deal 1d6 Psychic damage regardless of upgrade. If the 2 new waves both hit at least 1 creature, refund the Charge.

  • Terrorizing Echo: Eternal Fear modifier: Right before Eternal Fear projectile reaches the end, you may recall that wave once towards your current location as part of the same bonus action. You are immune to the recalled Wave.

  • Nightmare Seed: Fragrance of Paranoia modifier: Increase the skill check penalty to -3 and you can choose creatures you can see to not be affected by this upon cast. Creatures inside your aura have -2 to their saves against Frightened Condition.

  • Nightmare Eyes: Fragrance of Paranoia modifier: While active, all of your Spell, Class and Fallen DC increased by 1. This bonus doubles as long as there is another creature Frightened of you. Regardless, you can now recover a Charge with a Short Rest.

  • Horror Aura: Broken Morality modifier: Extend the coverage of your fear to 45ft radius of you.

  • Whispers of Horror: Broken Morality modifier: After each Long Rest, you gain 1 additional Charge to either Eternal Fear or Fragrance of Paranoia. The other ability instead gains double range. (Wave distance & Sinister Aura Radius).

Tier 03 Perks

  • Endless Fears: Eternal Fear modifier: After casting Eternal Fear, you release a 15ft radius pulse around you. Duplicating your current Eternal Fear ability

  • Horror Hym: Fragrance of Paranoia modifier: Creatures that turn hostile towards you while inside the Sinister Aura must immediately make a Wisdom Saving Throw or become Frightened. Any creature Frightened by you while inside the Sinister Aura cannot increase their speed beyond their base speed. 

  • Shade of Terror: Broken Morality modifier: Whenever a creature becomes Frightened of you, you may spend half of your movement speed to teleport behind the Frightened target.

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Pact of Hunger

History of Hunger

 

Natasha: Archlord Demon of Hunger. Queen of the Grey Fields. Astral Hunter. . The notorious shattered level of the Underworld, the 7th. Expands into the endless grey mist of soul, rich with bonded souls and their masters. The Grey Fields. This cruel pact captures mortal beings and are placed here where the mortal soul cannot be perish but will slowly loses a part of themselves. While suffering, the Demons of Hunger continue to play predator against them, providing them with no salvation. 

Tori’ Rakar, the Master of Chains, an archdevil coexisting within the Grey Fields, build an empire on slavery between the Material realm and Underworld. Xai Hala, the Unborn Hunter. Takes form of a humanoid fetus, provides powers of its own fiendish gifts to the bottom feeders while she feast the weaken but powerful fiends.

Base Kit of Hunger

Hunters of Soul: Gain Proficiency in Survival. Whenever you have temp hitpoints, gain +2 to all Nature, Survival and Perception skill checks. Landing the killing blow on any non-Undead & Construct creatures allows you to restore any current temp hipoints you have back to its original maximum value. Soul Snatch Spirit counts as a kill if you would reduce its hitpoints to 0.

 

Soul Snatch2 Charges per Long Rest. Free action during your turn, target a creature within 30ft with a living soul and harvest a portion of it. A 5ft Spirit form of that creature will be tethered 5ft to you. Whatever you or the other creatures do to this Spirit, it will also affect the creature it belongs to. 

If the creature disappears or is removed from your current plane, the ability ends. The Spirit starts with 14 (+7 per souls) hitpoints. Last for 1 minute or when the Spirit reaches 0 hitpoints. Any damage that spills over the maximum hitpoints of the Spirit 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) Pure Slashing dmg. Spells and abilities that rely on the target's current hitpoint will use the actual target's stats rather than the Tethered Spirit.

 

Essence Harvest: Whenever you damage a non-Undead and Construct creature, you gain temp hitpoint based on the damage dealt up to 3 temp hitpoints (+1 per Soul). The temp hitpoints last for 1 minute. resets. 

Keyword: Support Kit, Multiple target manipulation, temp hitpoint generator, Survival, Perception and Nature skill checks.

Tier 01 Perks

  • Tethering Bound: Soul Snatch modifier: When the Spirit expires, it deals 2d6 Necrotic damage to the Spirit’s Owner. This damage heals you for 100% of damage dealt. If you land the killing blow or this ability did. Refund a Soul Snatch charge.

  • Spirit Bound: Soul Snatch modifier: While the Spirit is alive, you gain +2 to your AC. All other attack rolls against the Spirit’s Owner gain +1 against them.

  • Limitless Soul: Essence Harvest modifier: When you attack the Spirit from Soul Snatch ability, double the temp hitpoints gained. If this causes the Spirit to be destroyed, triple the temp hitpoint bonus instead.

  • Unlimited Soul: Essence Harvest modifier: Extend the temp hitpoints duration to 8 hours. While this specific temp hitpoint is active, you gain +5 to all Stealth & Sleight of Hand Skill checks.

  • Grey Hunter: Hunters of Soul modifier: Your first kill grants you an everlasting bonus of +2 to attack rolls and damage rolls. This lasts until a Short or Long Rest is taken.

  • Soul Hunter: Hunters of Soul modifier: Skill check bonus increases by +1. While you have a Soul Spirit active, Essence Harvest temp hitpoint bonus limit is increased by 2.

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Tier 02 Perks

  • Exaggeration Drain: Soul Snatch modifier: Increase the Spirit Hitpoint by 7 and allow damage to carry over to the initial target actual hitpoints when the spirit reaches 0 hitpoints from 1 damage instance.

  • Mental Drain: Soul Snatch modifier: While active, your Spell, Class and Ability DC increases by 1. This is doubled against the Spirit’s Owner.

  • Barren Husk: Essence Harvest modifier: Upon dealing damage, you can also drain 5ft of movement from your target. This can only occur once per damage instance. Up to 15ft of bonus can be earned.

  • Grey Husk: Essence Harvest modifier: Upon dealing damage, you can now choose to gain temp hitpoints or heal yourself. If you heal, you cannot heal beyond 50% of your maximum hitpoints. Regardless, increase the limit by 3.

  • Collective Hunt: Hunters of Soul modifier: Everytime after you land the killing blow on a creature while Soul Snatch is active, you get to increase the Spirit hitpoints by 7. This only happens 5 times per cast.

  • Enduring Hunt: Hunters of Soul modifier: While you have any active temp hitpoints, +2 to all DexteritySaving throws. When Essence Harvest’s temp hitpoint expires, your next saving throw within the next minute gains +3.

Tier 03 Perks

  • Soul Chains: Soul Snatch modifier: Increase the Spirit Hitpoint by 7. When the Spirit expires, you gain Maximum Health and heal hitpoints equal to the maximum amount of the Spirit’s health.

  • Siphoning Shield: Essence Harvest modifier: If a creature hits you with an attack while you have these temp hit points, you deal Necrotic damage equal to your maximum temp hitpoint. You heal 50% (r.d.) of the damage dealt.

  • Soul Transfer: Hunters of Soul modifier: Whenever you have 1 hitpoint at the start of your turn, you gain temp hitpoints equal to your Proficiency bonus + Soul amount. This counts as Essence Harvest ability temp hitpoints.

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Chaos
Corruption
Agony
Deception
Terror
Hunger
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