Warlock
Base Class: Warlock

You have made a pact with a Fallen Angel. Your patron has a faint trace of celestial power that is covered by a fiendish glow. The Angel may have rebelled against a deity or powerful being it served. It has lost the majority of its celestial power, and found its own. Falling to the material plane, it found pathways to the other plains and has gathered power from all walks of life. It may be seeking redemption or power to surpass what cast it out.

A Warlock who has made a pact with Fallen Angel will either butt heads with those who worship the celestial, or those who worship fiends depending on the nature their Patron's fall. 

Expanded Spell List

The Fallen Angel lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fallen Angel Expanded Spells

Spell Level

Spells

1st

detect evil and good, bane

2nd

calm emotions, detect thoughts

3rd

protection from energy, spirit guardians

4th

compulsion, fabricate

5th

awaken, hallow

Darkened Radiance

When you cast a spell that deals radiant damage, you can instead cause it to deal necrotic damage.

Channel Divinity

Starting at 6th level, your patron has given you a touch of divine essence allowing you to channel divinity similar to a cleric or paladin. 

You gain one channel divinity option:

Fallen Light's Bereft. As an action, if no other friendly creature is within 15 ft of you, you can cause a radiating explosion centered on yourself to occur. Creatures in a 10 foot radius must make a Dexterity saving throw. On a failure the creatures take 2d6 radiant and 2d6 necrotic damage, and half as much on a successful save. 

You can use your Channel Divinity ability once per short rest. 

 

Watch Breaker's Aversion

Starting at 10th level, you gain resistance to necrotic and radiant damage. Damage from magical weapons or silver weapons ignores this resistance.

Beat of Heaven

Starting at 14th level, you can make a special attack as an action. This attack must be a melee attack. A glowing blade appears in your hand. You add you charisma modifier and proficiency bonus to the attack made.

On a hit you expend a spell slot to deal 5d10 radiant damage and 5d10 necrotic damage. 

You cannot take the attack action or cast a spell of any kind until the end of your next turn. 

You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/25/2019 12:15:39 AM
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