Base Class: Warlock
Stars beyond measure populate the void beyond the world while celestial spheres circle above. You have met with one of their number, cast down by the many cold and unfeeling suns above for the sin of falling in love with a mortal. As punishment, the spiteful and envious stars shined their pale fury upon the paramour, destroying them utterly. The Exile now wanders the world it has been cast upon, appearing as a shimmer of light. Its goal is known only to those whom it trusts, and it grants power to them as it is powerless itself, stripped of interaction with the mortal world for its hubris. It endlessly searches, seeking either a soul of great kindness to help it find the knowledge and power to resurrect its fallen paramour or one unscrupulous enough to wage war upon the very stars themselves. The light shines, but that fire can be cold and merciless, like the wrath of a love destroyed.
Traits of the Exiled
Warlocks who have taken the purpose of the Fallen Exile to heart are known as the exiled, as they often forsake societal norms and boundaries in their quest. Consider adding one or more of these traits when creating a warlock or after serving the goal of the Fallen Exile.
1. You are often content to watch the interactions of others rather than participate directly.
2 You never seem to blink.
3 You sometimes sleepwalk and awaken under the starlit sky.
4 You have a strange affinity for dark places.
5 You are touchy and quick to anger.
6 You tend to find decay especially disgusting.
7 You frequently curse at the sky under your breath.
8 You find it difficult to maintain loving relationships.
9 You are the first to extinguish a torch in the darkness.
10 You appear youthful and pure in starlight.
11 Your skin is always oddly smooth.
12 Your eyes appear to contain a field of stars.
13 You glow faintly when light is cast upon you.
14 Your heart seems to shine gently inside your chest.
15 Clothing or armor you wear for long periods of time adopts symbols representing constellations.
16 Your blood slowly becomes motes of light when exposed to air.
17 Your hair becomes white, like the color of a star.
18 A scent of clean night air seems to follow you.
19 When you cast a spell, a nimbus of light forms around you.
20 Sparks and ribbons of light trail from your fingertips whenever you gesture.
Expanded Spell List
The Fallen Exile 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.
Cosmic Conduit
At 1st level, the Exile’s duality of betrayal and compassion infuses your spellcasting, enabling you to reach into the world in the same way that it does. Whenever you cast a spell using a warlock spell slot, you can choose to cast the spell as though you were located in the space of an enemy or ally that you can see within 60 feet. When you cast from the space of an enemy, they take 1d6 radiant damage. When you cast from the space of an ally, they gain 1d6 temporary hit points.
Stardust Crusader
At 6th level, the Exile grants you a portion of the power it stole from the other stars as it fell, allowing access to their spirits. Choose two of the following Dawn Constellations.
The Chariot: When you take the Attack action, you can take the Dash action as a bonus action.
Death: You gain proficiency in death saving throws.
The Emperor: Fire, cold and lightning damage you deal ignores resistance.
The Fool: Whenever you cast a spell that does not deal damage, you can take the Disengage action as a bonus action.
The Hanged Man: You gain advantage on ability checks and saving throws to see through illusions.
The Lovers: You have advantage on saving throws against the charmed condition.
The Magician: Your spells of 1st level and higher ignore half and three-quarters cover so long as there is nothing between the sky and the target.
The Sun: You can cast feather fall at will without expending a spell slot, and you gain immunity to falling damage.
Temperance: You gain advantage on Wisdom (Insight) checks made to discern the motives of creatures.
The Tower: Damage you deal to unattended objects is tripled. The World: You learn one cantrip on the wizard spell list and it counts as a warlock cantrip for you. You can replace this cantrip with a different one from the wizard spell list whenever you finish a long rest.
The World: You learn one cantrip on the wizard spell list and it counts as a warlock cantrip for you. You can replace this cantrip with a different one from the wizard spell list whenever you finish a long rest.
Death
You gain proficiency in death saving throws.
Temperance
You gain advantage on Wisdom (Insight) checks made to discern the motives of creatures.
The Chariot
When you take the Attack action, you can take the Dash action as a bonus action.
The Emperor
Fire, cold and lightning damage you deal ignores resistance.
The Fool
Whenever you cast a spell that does not deal damage, you can take the Disengage action as a bonus action.
The Hanged Man
You gain advantage on ability checks and saving throws to see through illusions.
The Lovers
You have advantage on saving throws against the charmed condition.
The Magician
Your spells of 1st level and higher ignore half and three-quarters cover so long as there is nothing between the sky and the target.
The Sun
You can cast feather fall at will without expending a spell slot, and you gain immunity to falling damage.
The Tower
Damage you deal to unattended objects is tripled.
The World
You learn one cantrip on the wizard spell list and it counts as a warlock cantrip for you. You can replace this cantrip with a different one from the wizard spell list whenever you finish a long rest.
Under the Night Sky
At 10th level, you wrest power from the Exile’s true foes with ease. Whenever you finish a long rest, you can exchange your chosen Constellations for different ones. Additionally, you gain resistance to radiant damage.
Astrological Savant
At 14th level, you have finally usurped the celestial spheres. You can choose two of the following Dusk Constellations and can exchange them using your Under the Night Sky feature.
The Devil: You have advantage on Persuasion checks.
The Empress: When you finish a short or long rest, you gain temporary hit points equal to half your warlock level.
The Hierophant: You can cast water walk at will targeting only yourself without expending a spell slot. You also gain resistance to fire and acid damage.
Justice: Whenever you cast a spell using a spell slot, you regain hit points equal to the level of the spell slot expended.
The Moon: You can cast enlarge/reduce without expending a spell slot. Once you do so, you can’t do so again until you finish a short or long rest.
The Priestess: While this Constellation is selected, your hit point maximum increases by your warlock level.
The Star: As a bonus action, you can choose to end the charmed or frightened condition on yourself. Once you do so, you can’t do so again until you finish a short or long rest.
Strength: You count as one size larger when determining carrying capacity, lifting, grappling, and shoving.
The Wheel of Fortune: As a bonus action, you can create items worth 25 gp or less. They persist until you use this ability again.
Justice
Whenever you cast a spell using a spell slot, you regain hit points equal to the level of the spell slot expended.
(DnD Beyond doesn't have a way to do this automatically, so please be aware of this feature)
Strength
You count as one size larger when determining carrying capacity, lifting, grappling, and shoving.
The Devil
You have advantage on Persuasion checks.
The Empress
When you finish a short or long rest, you gain temporary hit points equal to half your warlock level.
(DnD Beyond doesn't have a way to auto do this when you rest, so please be aware of this feature when resting to gain temp HP)
The Hierophant
You can cast water walk at will targeting only yourself without expending a spell slot. You also gain resistance to fire and acid damage.
The Moon
You can cast enlarge/reduce without expending a spell slot. Once you do so, you can’t do so again until you finish a short or long rest.
The Priestess
While this Constellation is selected, your hit point maximum increases by your warlock level.
(DnD Beyond doesn't have a way to do this automatically. You will need to manually update your max HP. Sorry.)
The Star
As a bonus action, you can choose to end the charmed or frightened condition on yourself. Once you do so, you can’t do so again until you finish a short or long rest.
The Wheel of Fortune
As a bonus action, you can create items worth 25 gp or less. They persist until you use this ability again.
Fallen Exile Eldritch Invocations
DnD Beyond will not allow me to publish this subclass unless the features are only provided at certain levels (1, 6, 10, and 14). However, invocations are provided at different levels (2,5,7,9,12,15, and 18). I have set this feature to level 1 to allow the easiest and soonest access to these invocations roughly when you would normally, but please follow all prerequisites for your invocations and level.
Eldritch Invocations granted by the Exile in addition to those offered by the base Warlock class. Please ensure you only pick the correct amount of invocations offered per level, and do not pick these on top of the ones granted per level. Also, please ensure you read the prerequisites for the invocations, as DnD Beyond doesn't have a way to prevent options you don't qualify for from showing.
Astrological Chart
Prerequisite: Fallen Exile Patron, Pact of the Tome feature
When a creature targets you with an attack, you can use your reaction to unleash a wave of sparkling light around yourself in a 10-foot radius. All invisible creatures and objects in the area are highlighted by glowing motes of stardust. Hostile creatures in the area must succeed on a Wisdom saving throw against your warlock spell save DC or become blinded until the start of your next turn. Once you use this ability, you cannot do so again until you finish a short or long rest.
Additionally, you can’t become lost when you have an unobstructed view of the night sky, and you gain advantage on ability checks made to navigate at night.
Speck of Sunlight
Prerequisite: Fallen Exile Patron, Pact of the Chain feature
If you have a luminous shard as your familiar, it gains additional hit points equal to your warlock level, and it can teleport up to 30 feet using a bonus action.
Stolen Heart
Prerequisite: Fallen Exile Patron, Pact of the Blade feature
You can create a two-handed weapon made of smooth black metal impaling a gleaming gemstone using your Pact of the Blade feature. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. While wielding this weapon, you can choose to cast cantrips through your Cosmic Conduit feature, though the additional radiant damage or temporary hit points do not apply and you can’t do so with cantrips that require a weapon attack.
The Exile's Demand
Prerequisite: Fallen Exile Patron, 20th level
You can cast wish once without expending a spell slot. Once you do so, you can’t do so again until the sun rises at dawn after seven days have passed.
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