Base Class: Warlock
Not all celestials follow the path of light. Some, like the angel Zariel, have discovered that the creatures of heaven are perhaps as corrupt as the creatures of the Hells. For their rebellion against the heavens, they have been cast out. If you partake in this pact, it is your duty to avenge your patron and be the balance between the light and the dark.
Expanded Spell List
|
Spell Level |
Spell Name |
|
1st |
Detect Evil and Good, Divine Favor |
|
2nd |
Moonbeam, Warding Bond |
|
3rd |
Branding Smite, Lightning Bolt |
|
4th |
Divination, Wall of Fire |
|
5th |
Planar Binding, Raise Dead |
Fury of the Fallen
Starting at 1st level, your patron’s hatred has granted you additional power. As a bonus action, you can enter a state of fury in which you add your Charisma modifier to all attack rolls, damage rolls, and saving throws for one minute. In addition, while in this state, you can’t be frightened. You can use this ability a number of times equal to your Charisma modifier
Balance of the Fallen
Starting at 6th level, your patron’s fury grants you the ability to bring about balance between good and evil, between chaos and order. At 6th level, when you activate your Fury of the Fallen ability, creatures with an alignment different than yours have disadvantage on attack rolls against you.
Wings of the Fallen
Starting at 10th level, your patron’s grace gives you the ability to fly. As an action, you can give yourself a flying speed of 60ft for 1 hour, as spectral wings sprout from your back. In addition, you gain resistance to necrotic and radiant damage. You can use this ability once per long rest.
Aspect of the Fallen
Starting at 14th level, you can invoke the appearance of your patron to strike fear into the hearts of your enemies. As an action, you can force every creature of your choice in a 30ft sphere around you to make a Charisma saving throw equal to your spell save DC. On a failure, they take 8d6 necrotic or radiant damage and are frightened of you for 10 minutes, or half damage and not frightened on a success. You gain 10 temporary HP for each creature frightened this way.
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