The Fallen Exile
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.
Fallen Exile Expanded Spells
Spell Level Spells
1st color spray, faerie fire
2nd continual flame, see invisibility
3rd blink, daylight
4th divination, greater invisibility
5th dispel evil and good, falling star*
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,
that enemy takes 1d6 radiant damage. When you cast from the
space of an ally, that ally gains 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 use the Attack action, you can use 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 resistances.
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 have 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. 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 targeting only yourself without expending a spell slot at will. 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 used. The Moon: You can cast enlarge/reduce without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest. The Priestess: You gain one additional maximum hit point per warlock level you possess so long as you have this Constellation selected. The Star: As a bonus action, you can choose to end any effect that would cause you to be charmed or frightened. Once you do so, you cannot do so again until you finish a short or long rest. Strength: You are considered to be one size category larger for the purposes of lifting, encumbrance, grappling, and shoving. The Wheel of Fortune: You can use a bonus action to generate items worth 25 gp. or less. Doing so a second time destroys the previous items.
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. 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 targeting only yourself without expending a spell slot at will. 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 used. The Moon: You can cast enlarge/reduce without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest. The Priestess: You gain one additional maximum hit point per warlock level you possess so long as you have this Constellation selected. The Star: As a bonus action, you can choose to end any effect that would cause you to be charmed or frightened. Once you do so, you cannot do so again until you finish a short or long rest. Strength: You are considered to be one size category larger for the purposes of lifting, encumbrance, grappling, and shoving. The Wheel of Fortune: You can use a bonus action to generate items worth 25 gp. or less. Doing so a second time destroys the previous items.
Comments