Fallen Human

by NightofKnight

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fallen human
Fallen
Level Proficiency Bonus love dice Features
1st +2 1d6 Unarmored defense, little weapon ,Love
2nd +2 1d6 Route
3rd +2 2d6 Soul exchange(1)
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Extra Attack (x1)
6th +3 3d6 Soul exchange(2)
7th +3 4d6 Route feature, Save Point
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Soul exchange(3)
10th +4 5d6 Route feature
11th +4 6d6 Extra Attack (x2)
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Soul exchange(4)
14th +5 7d6 Mouring
15th +5 8d6 Route feature
16th +5 8d6 Soul exchange(5)
17th +6 9d6 Ability Score Improvement
18th +6 9d6 Route feature
19th +6 10d6 Extra Attack (x3), Soul exchange(6)
20th +6 10d6 Determination
Multiclass and advancement

To multiclass and advance to 2nd level and beyond in this class, you must have a Charisma and Wisdom score of 13 or greater and must be a human. You gain an ability when you multiclass.

Class Features

As a Fallen, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Fallen level
  • Hit Points at 1st Level: 6 + your your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Fallen after 1st

Proficiencies


  • Armor: None
  • Weapons: Only the ones you create
  • Tools: None

  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Potion of Healing

Unarmored Defense

Starting at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Charisma modifier + your Wisdom modifier.

Love Soul

At 1st level, Once per turn, when you attack a creature using a weapon enchanted by the Small Weapon feature, it gains love points equal to half damage + your Fallen level. love points gained this way stack on a creature and decrease by 1 love point and, at the same time, 1 life at the start of your turn. If a creature's love points become equal to or greater than the creature's hit point total, you can take the Mercy action.

  • Atc. Creatures nearby or living with you receive love points equal to your charisma modifier + your love dice and add this amount every 8 hours, gain double love points if you use help as action during that time. When using this feature, the creature does not lose life per turn and still has love points remaining. love points gained this way can't be reduced unless you use Mercy, and you have advantage on the first saving throw, ability, and attack roll against the creature that has enough love points gained by this .

  • Mercy As an action, you can spare a creature full of love points. When doing so, the creature must make a DC 8 Charisma saving throw + your proficiency bonus + your Charisma modifier. on a failed save, the creature has disadvantage on all Charisma saving throws and is as if under the effect of the Charm Person or Animal Friendship spell and is peaceful to you and your allies for one hour or until attacked by you or ally. If a creature succeeds on the test, its love points reach 0. Creatures that can't be enchanted automatically pass the test.

Small Weapon

At 1st level, if you aren't using any weapons or shields, as an action, you can create a magic weapon that only you can use and that appears harmless to other creatures.

  • Melee Weapon Attack: Use your charisma to hit, reach 5 feet, one target. Hit: 2 (1d6 + your Charisma modifier) piercing damage
  • This weapon counts as magic for the purposes of overcoming resistance to nonmagical weapons.
  • The weapon reappears in your hand if it moves within 10 feet of you, and disappears if you are unconscious.

The weapon you create can be any shape and color you want, from knives, swords, daggers or even ribbons, keys, pots and anything else that looks like a makeshift weapon. but it cannot be a ranged weapon or ammunition unless a resource states otherwise. In addition, you gain a +2 bonus on attack and damage rolls against a creature with enough love points.

Routes

At 3rd level, you enter the pacifist lane, and it can change depending on your choices or broken expectations. The route grants features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Soul Exchange

Your emotions are sincere and so powerful in battle, overcoming your difficulties, reaching even the front lines and being able to help your allies in creative moments. You gain abilities in the following order, starting at 3rd, 6th, 9th, 13th, 16th, and finally 19th level..

Light Blue - Patience

At 3rd level, your soul heals from every wound bit by bit every turn. You regain hit points equal to 1/4 your Fallen level whenever you attack a creature.

Orange - Bravery

At 6th level, your fighting desire is not over yet, your small weapon can become two pairs of gloves that deal bludgeoning damage instead of piercing.

Additionally, if a creature with enough love points starts its turn within 30 feet of you, it must make a Wisdom saving throw against your love DC, or it loses the turn and can't use reactions until its next turn, at on a success, she is immune to this effect for 1 minute.

Blue - Integrity:

At 9th level,you can use your amazing ballet skills to stand out in the middle of the battlefield. Twice per battle, you can use your reaction at any time to move in a direction equal to your movement speed.

Green - Kindness

At 13th level, you can jump over anything that comes in your way. as a bonus action, you can be in a defense state, in this state you decrease damage taken equal to half your Fallen level, any damage reduced to zero is returned to the sender.

Additionally, if a creature makes a successful Charisma check against Mercy, it takes damage equal to its love dice.

Purple - perseverance

At 16th level, you always speak positive words so that people always forgive you. A spared creature will not feel anger after the spell ends, the creature will remember you as an old friend.

Yellow - Justice

Finally, at 19th level, your soul cries out for struggle and redemption. Your small weapon can be a firearm (range 30/90), and your bullets don't run out. You can add your proficiency bonus to damage when using a small weapon.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th and 17th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 19th level in this class.

Save point

At 7th level, you can mark a star-shaped point on a space that must be on the same plane as you as your save point, and you can use your turn to return to that point, a number of times equal to your proficiency bonus. Furthermore, when your life points reach 0, you can return to the save point with life points equal to the fallen level. You can't use this feature again until you finish a long rest.

mourning

At 14th level, if a creature with enough love points dies within 30 feet, you can use your reaction to gain temporary hit points equal to half the dead creature's love points + your Fallen level. these hit points end when you rest too much or too little.

Determination

You can't give up now. A creature now has disadvantage on Charisma saving throws against Mercy. In addition, you can add your Charisma bonus to death saving throws.

Pacifist Route

This route requires you to have a strong sense of justice and love, the creatures you face may either give up the fight or have their moment of redemption. All creatures see your aura of kindness and don't see you as a hostile creature until you show them otherwise.

  • Peace. Don't hold grudges against other creatures, even you don't know what their lives were like in the past.

  • Justice. No innocent creature should be harmed for fun

  • Compassion. You know how hard it is not to make a mistake, so some creatures deserve a second chance.

If you break one of these rules more than 3 times or go through something traumatic, you leave the pacifist route and go through the genocide route.

Crown of Thorns

Starting at 3rd level, everyone needs your help and you know you're the only one with the power to do so. You can use help as a bonus action.

Additionally, you can connect your soul with someone in need. If a friendly creature with enough love points is making death saving throws within 5 feet, you can add your Charisma modifier to the saving throws when using the help action.

Wonderful Craftsman

At 7th level, you gain proficiency with the Weaver's tools. You can create a magic object from materials at your disposal that you can use on a creature as an accessory, the creature must sync with it and can't take it away if you don't allow it.

The creature can activate it as a bonus action and regains or loses (its creator's choice from the time it's activated) 1 hit points each start of its turn, and the object is destroyed after 1 minute of use. or after a long rest.

You can create up to 3 objects per long rest, and you can't create an additional one unless one of the previous ones is destroyed.

Made of Love

At 10th level, your blessed touch can heal wounds. You have a reserve of healing power that is replenished when you eat sweets or your favorite food. With this pool, you can restore a total number of hit points equal to your Fallen level.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.a creature with enough love points restores double the love points.

This feature has no effect on undead and constructs.

Core Innocent

Starting at 15th level, your soul exudes innocence, and people often take notice of your presence. As an action, you can blend into any environment for 1 minute.

Humanoids can see you, but they can't stop you from doing anything, they act normally when you're close or in line of sight.

In addition, you can talk or convince them to give you help or an item, to do so they must make a Charisma saving throw against your love DC, otherwise they respond friendly as if you were someone they care about or reliable.

This effect immediately ends for a humanoid who witnesses you attacking it or another humanoid it knows and is allied with.

A creature you attacked less than 1 minute before you activated this ability has advantage on Charisma checks.

You cannot use this feature again until you finish a long or short rest.

final judgment

Finally at 18th level, once per long rest, you can sentence a pair of creatures to "marry", they share your Charisma and Wisdom modifiers, and if one of them makes a Charisma or Wisdom check, it can make the check by adding its partner's modifier. if she is at least able to see it.

You must do a traditional marriage ceremony with at least two creatures and two witnesses and a few guests. The effect disappears after two days.

Genocide route

After past traumas and hurts, you adopt a more fearful and determined stance. Now, his most sincere feelings are only destructive, and his ability to kill becomes more effective.

From the moment you start following this route, you lose all traits acquired in the pacifist route and adopt the new traits of this new route.

Crown of Thorns

Starting at 3rd level, when taking damage equal to or above your Fallen level, you can use your reaction to take double damage and not be able to add your love dice to the damage on the first successful hit you deal on your next turn.

Wonderful Craftsman

At 7th level, as an action, you can turn any type of weapon into a toy weapon, it deals 1d4 + the creature's Charisma modifier and loses all its properties, even magical benefits. Any creature that lacks proficiency with improvised weapons has disadvantage with it. It reverts to a normal weapon after 1 hour. You can't use this feature again until you finish a short or long rest.

Made of love

At 10th level, You deal 2 extra damage to any creature that hasn't already participated in combat.

Core Innocent

Starting at 15th level, your soul exudes innocence, and people often take notice of your presence. As an action, you can blend into any environment for 1 minute. Humanoids can see you, but they can't stop you from doing anything, they act normally when you're close or in line of sight.

In addition, you can talk or convince them to give you help or an item, to do so they must make a Charisma saving throw against your love DC, otherwise they respond friendly as if you were someone they care about or reliable.

This effect immediately ends for a humanoid who witnesses your attack or another humanoid it knows and is allied with. however, your attack is considered critical.

A creature you attacked less than 1 minute before you activated this ability has advantage on Charisma checks.

You cannot use this feature again until you finish a long or short rest.

Final Judgment

Finally at 18th level,You can attempt to backstab a friendly creature. You have advantages on creature attack rolls that were spared by the mercy feature in less than 1 minute.