Base Class: Warlock
You have made a pact with an entity known as The Fallen, a being who possessed the powers of the gods until a betrayal of its purpose caused it to fall from power into oblivion. It seeks to regain its deific status by expanding its domain and siphoning the life energy from living creatures to strengthen it, and it has chosen you as a key agent in its revival.
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.
Spell Level Spells
1st bane; inflict wounds;
2nd Melf’s acid arrow, see invisibility
3rd bestow curse, life transference
4th locate creature, vitriolic sphere
5th antilife shell, immolation
Soul Sight
Starting at 1st level, your senses become tuned to hone in on the presence of souls near you. As an action, you can open your awareness to detect living creatures that possess souls within 60 feet of you until the end of your next turn. You know the precise location of the creatures you detect in this way but not the type or identity of such creatures. Once you use this feature, you cannot use it again until you finish a short or long rest.
Resilience of the Soul
Starting at 6th level, your soul bonds with that of your patron whose goals require your survival. You can call on your patron to keep you alive. When you make a death saving throw, you can choose to reroll the saving throw and must use the new roll. Once you use this feature, you cannot use it again until you finish a short or long rest.
Soul Siphon
Starting at 10th level, you learn to capture the souls of slain creatures and convert them into magical power. When you kill a hostile creature, you can temporarily store its life energy within your body or spellcasting focus to use that energy later. You can store a maximum number of souls equal to your Charisma modifier, and any stored souls that are expended over the course of a day cannot be replaced until the end of a long rest. As an action, you can deliver a stored soul to your Patron in exchange for arcane power, regaining an expended spell slot in exchange for the soul. At the end of a long rest, any remaining souls are sent to your Patron.
As One
Upon reaching level 14th, you and your Patron have spent enough to become familiar with each other's essence, allowing you to implore its aid whenever you need. As an action, you call upon your patron, expending the souls you have collected so far to either - summon its avatar into the mortal realm or letting them to assume control of your body.