Base Class: Warlock
Your patron is a powerful being that has fallen from the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that has been corrupted and banished from the planes of everlasting bliss. Your pact with that being allows you to channel the darkness of the fallen.
Expanded Spell List
The Fallen 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 Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
spiritual weapon(does fire or necrotic damage instead of force, which you chose when you cast the spell), scorching ray |
|
3rd |
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4th |
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5th |
Darkvision
Starting at 1st level, you gain 30 ft. of darkvision in addition to any you already have.
Dark Rejuvenation
Starting at 1st level, you gain the ability to channel dark energy to steal the lifeforce of others. You have a pool of d8s that you spend to fuel this power. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can make one creature you can see within 60 ft. of you make a constitution saving throw against your spell save DC, spending dice from the pool. On a failed save they take necrotic damage from your spent d8s. On a successful save they take no damage. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). You regain hit points equal to half the amount of necrotic damage dealt.
Your pool regains all expended dice when you finish a long rest.
Damned Soul
Starting at 6th level, your link to the Fallen allows you to serve as a conduit for dark energy. You have resistance to necrotic damage. When you make an attack and deal necrotic or fire damage, you can use your reaction to weaken one creature effected by the attack. The chosen creature cannot gain any benefits from resistance or immunity to necrotic or fire damage for this attack or subsequent attacks until the start of your next turn.
Unholy Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. While you have any of these temporary hit points, you gain resistance to all damage.
Wicked Retribution
Starting at 14th level, the dark energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with unholy vigor. You revert to one hit point, gain the benefits of your Unholy Resilience feature, and you can fire a beam of dark power at one target. Make a ranged spell attack against one creature you can see within 120 ft. of you. If the creature is the one that reduced you to 0 hit points, you have advantage on the attack roll (overrules any sources of disadvantage), deal half damage even if you miss, and a roll of 18 and up deals critical damage. On a hit, the creature takes 5d10 + your Charisma modifier necrotic damage. You regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can’t use it again until you finish a long rest.
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