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Fallen

Archetype List

Fallen Power Framework
As the player pick a specific Domain or Pact for your character. This choice is permanent as you no longer can swap the fallen archetypes. As the campaign progresses, you will earn Soul Essence which can be used to improve your Fallen abilities. 

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Perk List

Each Fallen set has 3 Tiers of power. The Tier 1 & 2 each has 6 upgrades which 2 can be chosen via up to 2 soul essence each per tier while Tier 3 has 3 upgrades which only 1 can be chosen for the last soul essence you earned. You may swap between perks per every long rest

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Fallen Base Powers
All Fallen characters will immediately start with 3 base abilities. Their roles and functionality differs in each domain and pact. Each provides a unique ability that help define the fallen while ensuring they have ways to deal with situations that follow closely to their domain or pact.

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Transformation Keywords

When casting abilities from the Fallen list, you may choose keywords to help describe the appearance of the ability or yourself casting it. 3 different types of keywords are categorizes based on the sound and visual level: subtle, Medium and Loud.  (Check with DM during moment for validation).

 

Fallen Ability DC saves: (DC 9 + proficiency + soul amt). (R.d) = Round Down.     

Jump to a specific fallen ability

Hands of Judgment (Passive): Gain proficiency to Insight. +1 (+1 per soul) on skill checks when it relates to seeking truth out of creatures or similar context (Check with DM during moment for validation). After using up any flying bonus, you will automatically fall down if you stop mid air. After gaining 2 souls, once per long rest, you can cast Zone of Truth. 

 

Wrath Infusion: Wrath Infusion: 3 charges per short rest.  Free action once per round, during your turn your next attack with wrath, +1 to hit and add 1d8 Radiant damage or the next spell that requires a save, +4 (+2 per soul) radiant damage to the initial damage if the spell originally deals damage. The bonus damage also creates a Radiant Shockwave that deals 50% (r.d) of the bonus damage to all creatures but the initial target or point in a line of 5ft wide and 15ft long from the initial target or point respectively with a direction of your choosing.  
Add +1 (+1 per soul) bonus Radiant damage if it targets Demonic, Celestial, Undead or Corrupted creatures. 

 


Jury’s Sight: 2 charges per short rest, as an reaction you cast subtly to gain wrath empowerment which improves your ability to read other creatures during conversation, +2 (+4 at 4 or above souls) to insight rolls. This then last for 2 hours where the bonus is reduced by halved after the first hour mark. 

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Domain of Justice

Tier

Perk description

Name

1

Wrath Infusion can be adapted, choose 1 bonus to add on, extend the shockwave to 20ft long or +10ft attack range bonus (gives reach for melee attack)  

Fury Assault

Wrath Infusion can be adapted, choose 1 bonus to add on, shockwave deal +2 dmg or initial target takes +4 dmg.  

Righteous Assault

Jury's Sight allows applies to Perception & Investigation skill checks.

Truth Seeker

Jury’s Sight causes your first ability related skill check roll to be successful once per charge.

Integrity Seeker 

When someone else makes an attack of opportunity, free action, you may fly up to 15ft towards them before the attack.

Wings of Justice

2

3

Forces of Wrath

Wrath Infusion can release a second shockwave but must be in a different direction of the initial shockwave. 

Forces of Asperity

Wrath Infusion provides a -1 to their next saving throw against the spell that requires a save. 

Jury’s Sight inflicts disadvantage to creatures being questioned by you. When they fail, they cannot lie to you.

Court of Justice

After you make a Str, Dex or Con save, as a free action, you may fly up to 15ft. 

While active, Jury's Sight allows full understanding of every written language within the material plane.

Court of Authority

Reach of Revelation

After an attack or spell cast once per round. You can move 15ft without provoking an attack of opportunity.

Reach of Discovery

While dashing, all dash movement becomes flying. Gain 2 levels of exhaustion if this is used 2 times or more consecutively. 

Wings of Authority

The Executioner

Wrath Infusion deals +2d8 radiant dmg to the initial target. The Shockwave damage increase by +2. If Wrath Infusion upon cast fails to deliver its damage, refund 1 charge.

The Jury

While active, Jury's Sight now provide X- ray vision up to 20ft distance

After taking at least 25 dmg from 1 instance, make 1 free attack once per round against that attacker immediately if within attack range.

The Judge

Subtle: White spirit essence, blood filled with white wrath energy. Flash. 

Medium: White glow 10ft dim light, white glowing hair. Glide. 

Loud: Broken wings, silver shards, glow white light 10ft dim light. Silver crystals. 

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Transformation Key Word

Jump to a specific fallen ability

Page of Knowledge (Passive): Gain proficiency in History. Reduce all books reading speed by 2 days (Minimum 3 days of reading). Learn 1 new Non-Exotic Language and Researching DC reduce by 3. 

   

Word of Power (Combat): 3 charges per short rest. Free action once per round, during your turn, create celestial glyphs on 1 creature within 30ft of you. It gains the “Word of Power” debuff. Whenever the target takes damage from other creatures during their turn, target starts taking feedback damage by taking 2 (4 dmg at 4 or above souls) of damage type of your choice at the end of the attackers' turn. After 6 damage trigger instance by "Word of Power" on the same creature, trigger "Feedback Surge", which instantly take 2d4 of the damage type of your choice and ends Word of power. This lasts for 1 minute. Does not stack with multiple versions of "Word of Power" debuff on the same target.


Seeker of Secrets (Support): 2 charges per short rest. As a bonus action, analyze 1 creature with celestial glyph which you learn 1 fact of the creature. These facts include (resistant, immunity, saving throws, unique abilities & others (Check with DM during the moment).

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Domain of Wisdom

Tier

Perk description

Name

1

Word of Power increases initial cast range to 50ft of you and shifting rebuff cast range to 30ft of you.

Page of Mind

Word of Power increase damage triggers to 5 times and the final damage now affect all chosen creatures with 10ft radius of affected target. 

Page of Thought

Seeker of Secrets creates weak points, +1 to the next 1 ( +1 per 2 soul) d20 roll you make against the target. 

Dissect Inspection

Seeker of Secrets reduces range attacks and cast range of target by 10ft for the duration for 2 rounds.

Gaze Inspection

Start of the day or after a rest, gain +1 to all Intelligence, Wisdom and Charisma skill checks. Does not stack with itself.

Realm Reader

2

3

Chapter of Mind

Word of Power while active provides you with 3d6 temp hitpoints. Once ended, the shield last for 2 rounds (12 seconds). 

Chapter of Thought

Every Feedback Surge triggered by Word of Power provides bonuses to 1 chosen creature other than you within 80ft of you. Heal 2d6 hitpoints, gain 1d10 Temp hitpoints & 1 AC till the end of the target next turn. 

Seeker of Secrets can learn 1 additional fact about the creature. Passively +2 to history skill checks.

Secret Discovery

You can break codes without ciphers with disadvantage. You can understand Thieves' Cant.

Seeker of Secrets applies -1 to the next saving throw against the initial target. This last till the start of your next turn.

Unknown Discovery

Cipher Mastery

Magical traps that deal damage towards you is reduce by 4d8 (Cannot reduce beyond 7 dmg). +3 to saving throws against this traps.

Ruse Mastery

Start of the day or after a rest, You can swap 1 of your skill Proficiency to any other skill. 

World Reader

Divine Intellectual

Word of Power "Feedback Surge" dmg change to 3d8 + 4 instead. Whenever the target recieved a critical hit, triggers "Feedback Surge" without ending Word of Power.

Brilliance of Mind

Seeker of Secrets allow you to copy 1 of either a dmg resistant or status immunity to you and 1 creature within 15ft of you. Last for 1 min.

If both Words of Power and Seeker of Secrets are expanded, once per long rest you can use an action to immediately heal 20 hitpoints & regain 1 charge for each ability.

None the Wiser

Subtle: Blue, Small Celestial Glyph, Gold. 

Medium: Spiritual Scrolls, Blue, Gold, Celestial Energy. Spiritual Halo.

Loud: Gold Spiritual wings, blue energy, golden celestial glyph. 

Transformation Key Word

Jump to a specific fallen ability

Gifts of Hope (Passive):  Gain 4 points individually of Spirit and Vigor per short rest. Combos applies a base version of Spirit and Vigor ability. Gain proficiency in Medicine. Free action once during your turn, spend 1 point of Vigor to recover 1 Spirit or vice versa.  

 

Spirit Blessing: Free action once during your turn, spend 1 Spirit to give 1 creature within 60ft of you create a spirit shield that gives 4 (+2 per soul) temp hitpoints. Bonuses and spirit Blessing last for 1 minute. Does not stack with itself. One instance of Spirit Blessing can be used to increase any other ongoing temp hitpoints but can only increase once per spell or ability casted. For damage tracking purposes, Spirit Blessing is always hit first and expires whenever the Spirit Blessing amount given is expanded.

 

Vigor Empowerment: As a bonus action, spend 1 Vigor to on 1 other creature within 60ft of you to add +2 (+4 at 4 or more souls) to the next skill check rolls. Last for 1 hour or until used. Does not stack with itself.

Domain of Hope

Tier

Perk description

Name

1

Spirit Blessing while active adds +1 to all dmg rolls, +3 dmg for spells that involves saves instead.

Power Boost

Spirit Blessing provides 4 (+1 per soul) additional temp hitpoints if target base AC is less then 14. 

Shield Boost

Vigor Empowerment also increase the speed of 1 creature by 10ft. Last for 1 minute.

Bonds of Vigor

Vigor Empowerment can also be used on a conscious creature to remove the next disadvantage condition on a D20 roll.

Undying of Vigor

Combo #01: Bonus action, spend 2 Vigor to add 3 (+1 per soul) damage reduction to all dmg type to 1 creature within 30ft. Last for 1 round.

Combo: Endure

2

3

Radiant Guide

Whenever any Spirit Blessing expires, you deal 5 (+5 per soul) radiant dmg to 1 creature of your choice within 30ft range of shielded creature.

Radiant Shield

After casting Spirit Blessing, you and the target reduce the next damage instance by 1d10 then heal base on the reduced damage. Bonus does not stack with itself.  

Vigor Empowerment treats the target rolling the skill check as if they are proficient with it. Add their proficiency bonus if target has not. +1 extra bonus to the roll.  

Courageous Bless

Combo #03: Bonus action, spend 1 Spirit & Vigor to heal 15 (+5 per soul) to 1 creature within 30ft and provide advantage to the next saving throw against status condition for the next 1 min.

Vigor Empowerment can be used for 2 skill checks instead of 1.  

Multiple Bless

Combo: Restore

Combo #04: Bonus action, spend 1 Spirit & Vigor to 1 other creature within 30ft, +1d6 to all attack rolls and heal 4 (+2 per soul) hitpoints once. Last for 2 rounds. 

Combo: Accuracy

Combo #02: Bonus action, spend 2 Spirit to add 2 (+1 per soul) radiant damage to all of a creature's attacks within 30ft. They heal 50% (r.d) of the radiant damage. Last till the end of that creature’s turn. Does not stack.

Combo: Soothe

Protection Shell

Spirit blessing last 1 more round and provides +5 temp hitpoints and +2 AC. 

Mass Calling

Vigor Empowerment bonus can apply to 2 other creatures per cast. You automatically heal for 14 hitpoints after cast. 

As a reaction, spend 2 spirit or 2 vigor to heal 1 creature to 25 hitpoints when they drop to 0 hitpoints and did not die within 65ft of you. + 1 point to Spirit and Vigor pool. 

Grand Hope

Subtle: Pink Energy, bronze feather. 

Medium: Pink Streamers energy. White streamers. Translucent Feather. 

Loud: Bronze wreath halo, feathered broken wings.

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Transformation Key Word

Jump to a specific fallen ability

Reality Foresight (Passive): Reality Foresight (Passive): Gain proficiency in Arcana. +1 to any skill checks that you are proficient but does not apply to Half Proficiency. +1 to initiative roll. Every 10 Fate token you earn heals you for 1d4 hitpoints while you are conscious.  

 

Destined Outcome: After a short or long rest, mark yourself and 1 other willing creature and both of you gain Destined Buff which last till the next rest. Whenever any creature with Destined Buff spends an action to attack or cast a spell, or rolls for a skill check or saving throw, gain 1 Fate Token. When you gain 10 Fate Token, immediately expand all the Fate Token and you gain +4 to the next 3 rolls of any kind of your choice. (Check with DM during moment for validation). You cannot gain any Fate Token while Destined Outcome bonus is active. The mark expires if the creature goes unconscious or when marked creatures take a rest. 

  

Weave of Reality: Gain 4 charges per short rest. As a reaction within 30ft of you, spend 1 charge to reroll any d20 roll made by 1 other willing creatures that you can see. You choose between either dice. You can use this before knowing the result of the initial roll. 

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Domain of Fate

Tier

Perk description

Name

1

Destined Outcome considers the first roll made by you counts as +2 Fate Token. Retriggers when Destined Outcome resets to 0 Fate Tokens. 

Reshape Chance

Destined Outcome provides +1 Fate tokens whenever a marked creature fails a saving throw or goes unconscious. 

Foresight Chance

Weave of Reality can affect unwilling creature rolls. They get to make a Wisdom save DC: (DC 9 + proficiency + soul amt).

Chance Disruption

Weave of Reality can be used to increase the damage dealt of the first instance of dmg. Add the 1d20 to the final dmg roll.

Chance Enhance

+1 Initiative roll for you and +1 to all ally creatures within 15ft radius of you.

Speed of Destiny

2

3

Powerful Destiny

Destined Outcome improve your crit counter by 1 and increase bonus to +5. 

Bountiful Destiny

Destined Outcome provides the creature with 'Destined Buff' with 2 rolls, however this last for 1 hour for that creature. 

Weave of Reality extend range to 70ft and ignores line of sight.

Extension Fate

Add 1d12 to your initiative roll. During enemy surprised round, you still get a turn during that round. 

Weave of Reality rolls cannot be less than 6 expect for natural 1.

Positive Fate

Anger Empowerment

+1 bonus to Reality Foresight.

Roll Tokens

+1 bonus to Reality Foresight.

Roll Tokens

Oracle Fortune

Destined Outcome can now mark 1 additional creature. The creatures with 'Destined Buff' gain +1 to any 1d20 rolls. 

Weaver of Time

Weave of Reality gains 1 charge whenever another creature within 30ft of you rolls a 20 or 1 on their D20 rolls. 

You and 1 willing creature can share the same initiative, the highest value will determine the placement. You gain +5 to initiative.

Fate of Initiative

Subtle: Golden trims, Yellow & White essence strings.

Medium: Small Yellow Scrolls. Golden Essence.

Loud: Translucent broken wings, Celestial White Glyph. 

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Transformation Key Word

Jump to a specific fallen ability

Diligence Vision (Passive): Gain proficiency in Perception. +2 (+1 per soul) to passive Perception. You impose -2 to all stealth skill checks of other hostile creatures against you while you are awake and conscious. 

 

Valorous Beacon:

Free action during your turn, create a spiritual beacon which emits a 15ft radius of dim light. Only 1 instance of Valorous Beacon can be active at a time and has a duration of 1 minute. It has 10 instance of health, AC 13 and is immune to any buffs. When destroyed, the beacon requires 12 seconds (2 rounds) to recover 1 instance of health. Any upgrade buffs ends when switching between modes. You can choose between two modes and swap modes as bonus action.

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Flag form: Plant a stationary 20ft high flag within 5ft of you. All chosen creatures within 25ft of it gain +1 AC. Each damage instance dealt to the Flag reduces 2 instance of health.

Banner form: A 3ft high Banner appears and is mounted onto you. Any creature within 10ft of you gains +1 to attack rolls. Each damage instance dealt to you will also cause the Banner to lose 1 instance of health. It does not absorb the damage dealt to you. 


Vigilance Sight: 2 charges per short rest. As an action, you gain +2 (+1 per 2 souls) to Perception, Investigation & Survival skill checks. Last 2 hours. 

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Domain of Valor

Tier

Perk description

Name

1

Valorous Beacon when destroyed, the effects will linger till the end of your next turn. 

Lasting Vigilance

Valorous Beacon also provides 1 (+1 per soul) to dmg rolls made by weapon and spell attacks.

Strong Vigilance

Vigilance Sight also give base bonus to 1 other creature as long as they stay 10ft within you and is not blinded.

Bonded Sight

Vigilance Sight can cure blindness upon cast. While active, gain advantage to saves against blindness.

Unveil Sight

When a chosen creature enters the area for the first time on a turn or starts its turn within 10ft of the banner, Banner Form deals 4 (+2 per soul) radiant damage

Destructive Banner

2

3

Tough Beacon

Valorous Beacon no longer lose health instance if an aoe dmg source deals less than 15 dmg.

Armoured Beacon

Valorous Beacon increase Max Health instance by 2. AC increased to 16.

Vigilance Sight now increases ranged weapon, spell attacks and spell cast range by 10ft. Does not affect touch spells.

Far Sight

Flag Form also provides advantage to saves against Poisoned, Petrified and Paralyzed.

Vigilance Sight gains truesight of 30ft and casts a free instance of ‘Detect Magic’.

Revealing Sight

Vitality Flag

Banner Form provides 10ft movement speed once to all chosen creatures that enters the radius beacon radius. Last till Valorous Beacon ends.  

Haste Banner

Once per cast, Flag Form heal 4 (+1 per soul) hitpoints to chosen creatures that entered the Flag’s radius for the first time. 

Bulwark Flag

Victory Beacon

Flag Form provides +2 AC while Banner Form provides +2 to attack rolls. Both forms provides +1 to saving throws. 

Piercing Eyes

Vigilance Sight provides 120ft magical darkvision and light & heavy obscure effects no longer affects you.

As a reaction when a chosen creature takes damage within Valorous Beacon radius. Valorous Beacon take 4 dmg instance and reduce that dmg taken to 0. 

Valor Shield

Subtle: Nil.

Medium: Yellow Eyes. Banner/Flag mode glow yellow light. 

Loud: Golden Broken Wings. Crystal Feathers. 

Transformation Key Word

Jump to a specific fallen ability

Inspire Warcry (Passive): Gain proficiency in Persuasion. 0 (+1 per soul) to skills checks that involves Inspiring others, showcase leadership and similar contexts. (Check with DM during moment for validation). 

 

Blessed Bulwark: 2 times per short rest. Free action during your turn, 60ft range, bless 6 5ft spaces with a Defense Buff and 4 with an Attack Buff. These spaces must be on the same elevation and 5ft adjacent of each other. Only chosen creatures can benefit from this and gain bonuses based on the amount of blessed space they occupy. All lasting for 10 minute. 

Defense: reduce dmg by 4 (+1 per soul), space expires after blessed creature is attacked.

Attack: +2 to any dmg rolls, expires after blessed creature attacks or casts a spell that deals damage initially.

   

Warcry of Unity: 2 charges per short rest. As a bonus action, release a proud shout, all other chosen creatures within 30ft of you gain +2 to the next skill check. Last for 3 hours. Before any combat encounter, as a free action you can cast this to provide +3 (+5 at 4 or above soul) to initative rolls including yourself instead. 

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Domain of War

Tier

Perk description

Name

1

Blessed Bulwark Attack buff increase range attack and spell cast range by 5ft. (Does not affect touch spells).

Clarity Vision

Blessed Bulwark Defense buff reflects 2 (+1 per soul) Radiant dmg upon attacked.

Clarity Deflection

Warcry of Unity initiative bonus also provides additional Max Hitpoint by 4 (+1 per soul). 

Boastful Hail

Warcry of Unity skill check bonus applies to the next 3 skill check as long as they are 1 hour apart. 

Expedite Hail

Channel the Celestial Engine, once per short rest. As an action create a Solid Energy Wall of 15ft long, 5ft wide and 15ft high. It has AC of 15 and health of 10 (+5 per soul). Cannot be placed if a creature exist in the spot. This lasts for 1 hour. 

Fortified Wall

2

3

Expiring Boost

Blessed Bulwark blessed space when expired provides bonuses, Defense: Heals 5 hitpoint. Attack: +2 to the next attack roll. Last for 1 minute.  

Reinforcement Boost

Blessed Bulwark gain 1 more Defense buff space and 1 Attack buff space.

Warcry of Unity demorales nearby creatures as well, -4 to all their skill checks and passive skills.

Hammering Cry

Channel the Celestial Engine, once per short rest. As an action, barrage 1 creature up to 500ft range with 1d4 x 6 instance of Pure Radiant Dmg. This damage cannot active bonuses of other spells and abilities. (E.g. Bestow curse, Etc).  

Warcry of Unity bonus now provides additional +2 to all skill checks. You can benefit from your 'Warcry of Unity' bonuses.

Inspiring Cry

Sky Barrage

Channel the Celestial Engine, once per short rest. As an action, bombard a 20ft radius of radiant energy up to 500ft range. Deal 5 (+1 per soul) Pure Radiant Dmg to all creatures during the start and end of your turn. Last for 4 rounds (24 seconds). 

Tyrant Barrage

Channel the Celestial Engine, once per short rest. As an action, create a Blessed Bunker of 10ft square. Any creature within the space gains +2 AC against ranged attacks and +1 to Dex saving throw. This lasts for 1 hour. 

Fortified Bunker

Freedom of War

Blessed Bulwark blessed spaces now lingers for 2 uses.

Never Surrender

Warcry of Unity can be expanded to regain all charges for all Celestial Engine. Once per short rest. 

Once per week choose 2 of the 4 Celestial Engine and gain access to it. If you already have access to it, gain +1 additional usage. Damage doubles against Construct and Structures.

Armies of War

Subtle: Green Essence. White Steamer Energy.

Medium: Green. Celestial Glyph. Metallic Headband. 

Loud: Spiritual Armour. Green and White Plates. Armoured broken wings.

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Transformation Key Word

Justice
Wisdom
Hope
Fate
War
Valor

DM Master: Timothy Wee

Start Campaign: Oct 2017

D&D 5e Campaign

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.

For any inquires drop me an email when available

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