Destiny's Fallen | 5e Faction

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The Fallen

The Fallen, known in their own language as the Eliksni, are an insectoid alien species, infamous for being notorious scavengers and raiders. The Fallen are remnants of a mighty civilization that had been flourishing under the grace of a powerful, god-like being until an apocalyptic event called the Whirlwind. The Traveler fled, leaving the survivors behind, but after many centuries, the Fallen found it once again, in the Material Plane and the realms adjacent to it. Seeking to reclaim their glory, the Eliksni decided to explore the newly discovered system and start a war against humanoid society in an attempt to retake control of the "Great Machine". Roving Fallen bands scavenge whatever technology, magic and weapons they can find and rally under the banners of various warring Houses and crime syndicates.

A Race Made For War

The Fallen are a hardy species, and can survive in a wide range of environments without heavy armor or complex modifications to their physiology. Fallen have four arms, partable mandibles and typically wear a helmet with a built-in respiration apparatus.

If given a high enough quantity of Ether, the Fallen can molt to regrow their limbs if they are removed from their body, with the quantity of ether directly related to the severity of the reaction. Fallen hatch from eggs and have soft and translucent shells when very young. It is implied that they molt at least once as they grow.

Fallen depend on a substance called Ether to survive, which only Servitors can produce. Servitors convert scavenged matter and energy, presented to them ritualistically by the Fallen, directly into ether via unknown processes.

While Servitors were revered in ancient times, they have now become a symbol of the degradation of Fallen society and their lost glory. Higher-ranking Fallen get a bigger ration of ether, and more ether allows Fallen to grow in size; this is why Captains are taller than Vandals or Dregs, and why Kells and Archons tower over other Fallen; the Kell of a House controls and distributes ether flow using their own personal Cipher. When a Fallen is killed, a quantity of ether escapes its body and dissipates.

"Listen long enough and you will hear stories of great Eliksni heroes. When the Great Machine was still with us."

— Variks, the Loyal

As it turns out, the Captain are actually the true form of the Eliksni. The distribution of Ether is a form social control after the fall of their civilization.

A Triangle Of Faith

Fallen society is divided into a number of Houses, none of which are known to maintain friendly relations with one another, save for the House of Judgment, which was meant to live among the other houses and keep the peace. Each House is ruled by a Kell, who acts as the political leader of a House. Prime Servitors are exalted as gods among the Fallen, inspiring fanatical devotion from the House to which they belong and providing a steady supply of vital ether and new lesser Servitors.

Archons serve as both high priests and chief engineers of a House, mediating between the Kell and the Prime Servitor in addition to overseeing maintenance of the House's machines. Houses require all three to be fully stable; without a Kell, a House becomes prone to infighting, without an Archon, a House's Prime Servitor is vulnerable to attack, and without a Prime Servitor, a House cannot produce new Servitors for ether. As such, Fallen do not take the loss of their leaders lightly.

If any or all of these leaders were to be killed, then members of the House would panic and scatter, weakening the House to the point of being permanently broken.

Below the upper echelon of House leadership are the Captains and the individual crews they command. Captains are Fallen who have managed to gather a following of Vandals and Dregs, who serve as the Captain's crew, commanding respect through brute force. Most Captains swear fealty to a certain House, but some operate independently.

Types Of Fallen

The hierarchy of the Fallen is linear in nature, but prone to being rearranged often as many Fallen are constantly promoted or demoted.

Shanks are drones that are used as expendable cannon fodder. They are almost never alone, as they are very weak unless backed up by other Fallen units or are in massive numbers. Exploder Shanks have an explosive payload strapped where their blaster would be, forcing them to use kamikaze tactics. Tracer Shanks have a long-range blaster similar to the wire rifles used by Vandals, but are less accurate and powerful.

Dregs are the lowest form of Fallen, and are treated as little more than slaves. When a true Fallen dishonors itself or proves untrustworthy, its lower two arms are brutally removed until it can earn enough Ether to regrow them. Recently, a new unit of Dreg called a Wretch has surfaced, using spears laced with lightning to skewer their foes from a greater distance.

Vandals are the most abundant type of Fallen, but tend to stay away from skirmishes, instead making use of their long-range wire rifles that fire slowly but pack a punch. More common are vandals that use standard blasters.

Marauders seem to be a response to the highly aggressive nature of all creatures the Fallen combat, favouring hit-and-run tactics, aided by their impressive climbing skill and use of cloaking technology.

Servitors are well armed due to their valuable stores of Ether, and are very rarely found alone. They often position themselves near Fallen to boost them with small amounts of Ether.

Captains are almost always the commanding force on a battlefield, moving quickly and being able to regenerate its shields if left alone for too long. They can force other Fallen to press on while they flank around using short-range teleportation.

Prime Servitors the focus of Fallen religion and spiritualism, being the main distilling point of valuable Ether. They are heavily armed, well armoured and are well guarded by other Fallen.

Walkers are large machines that are used to heavily fortify an area, with a turret capable of piercing most armour and an array of electrified weaponry, as well as the ability to create reinforcements.

Archons maintain and protect a House's Prime Servitor to ensure the House has a steady supply of Ether.

Kells are the highest authority in their House, and command all other Fallen of the House. Kells can distribute Ether at their whim and therefore control the flow of power in their House.


Fallen Shank

Small construct, unaligned


  • Armor Class 13 (natural armour)
  • Hit Points 11 (2d6 + 4)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 14 (+2) 3 (-4) 7 (-2) 3 (-4)

  • Skills Stealth +4
  • Senses Darkvision 20 ft., passive Perception 8
  • Damage Immunities poison, psychic
  • Languages understands Eliknsi but can't speak
  • Challenge 1/4 (50 XP)

Death Burst. When the shank dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much damage on a successful one.

Actions

Blaster. Ranged Weapon Attack: +4 to hit, range 30/45 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Self-Destruct (Exploder Only). The shank drops itself to 0 hit points. When killed, the shank's Death Burst has an increased range of 10 feet and deals 10 (4d4) fire damage instead.

Tracer Blaster (Tracer Only). +5 to hit, range 45/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage, plus 3 (1d4) lightning damage.


Fallen Dreg

Medium humanoid (Fallen), any chaotic or neutral alignment


  • Armor Class 14 (studded leather)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft., climb 15 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 12 (+1) 11 (+0) 8 (-1)

  • Saving Throws Dex +4
  • Skills Stealth +6
  • Senses Darkvision 30 ft., passive Perception 10
  • Languages Eliknsi
  • Challenge 1/2 (100 XP)

Ambusher. In the first round of a combat, the dreg has advantage on attack rolls against any creature it surprised.

Surprise Attack. If the dreg surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 5 (2d4) damage from the attack.

Actions

Blaster. Ranged Weapon Attack: +4 to hit, range 45/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Arc Spear (Wretch Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 3 (1d4) lightning damage.


Fallen Vandal

Medium humanoid (Fallen), any chaotic or neutral alignment


  • Armor Class 15 (studded leather)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 16 (+3) 13 (+1) 12 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills Stealth +7
  • Senses Darkvision 30 ft., passive Perception 11
  • Languages Common, Eliknsi
  • Challenge 1 (200 XP)

Multi-Limbed. The vandal has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple.

Steady Hand (Wire Rifle Only). The vandal has a +2 bonus to wire rifle attack rolls if it moves less than half its speed on its turn.

Actions

Multiattack (Blaster Only). The vandal makes two blaster attacks.

Blaster. Ranged Weapon Attack: +5 to hit, range 45/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage.

Wire Rifle. Ranged Weapon Attack: +5 to hit, range 60/80 ft., one target. Hit: 13 (4d4 + 3) piercing damage. Once the vandal uses this action, it must use a subsequent action to reload the rifle.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage.


Fallen Marauder

Medium humanoid (Fallen), any chaotic or neutral alignment


  • Armor Class 16 (studded leather)
  • Hit Points 52 (7d8 + 21)
  • Speed 35 ft., climb 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 16 (+3) 13 (+1) 12 (+1) 10 (+0)

  • Saving Throws Dex +6, Con +6
  • Skills Stealth +9
  • Senses Darkvision 30 ft., passive Perception 11
  • Languages Common, Eliknsi
  • Challenge 2 (450 XP)

Ambusher. In the first round of a combat, the marauder has advantage on attack rolls against any creature it surprised.

Multi-Limbed. The marauder has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple.

Surprise Attack. If the marauder surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 11 (3d6) damage from the attack.

Actions

Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Invisibility. The marauder turns invisible until it attacks, takes damage, or until its concentration ends (as if concentrating on a spell). Any equipment the marauder wears or carries is invisible with it.


Fallen Servitor

Large construct, unaligned


  • Armor Class 16 (natural armour)
  • Hit Points 94 (9d10 + 45)
  • Speed 0ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 21 (+5) 12 (+1) 10 (+0) 7 (-2)

  • Saving Throws Dex +5
  • Senses Blindsight 10 ft., darkvision 30 ft., passive Perception 10
  • Languages Understands Eliknsi but can't speak
  • Challenge 3 (700 XP)

Death Burst. When the servitor dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 11 (2d10) fire damage and 11 (2d10) force damage on a failed save, or half as much damage on a successful one.

Immutable Form. The servitor is immune to any spell or effect that would alter its form.

Actions

Eyeblast. Ranged Weapon Attack: +5 to hit, range 30/45 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 10 (2d8) force damage.

Fallen Protector. The servitor chooses a creature with the Fallen tag within 30 feet of it. That creature gains resistance to all damage until the start of the servitor's next turn or until it dies.

Teleport. The servitor teleports to an unoccupied space within 30 feet of it.


Fallen Captain

Large humanoid (Fallen), any chaotic or neutral alignment


  • Armor Class 18 (plate)
  • Hit Points 95 (10d10 + 40)
  • Speed 35 ft., climb 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 15 (+2) 15 (+2) 12 (+1)

  • Saving Throws Str +8, Dex +5, Con +7
  • Skills Athletics + 8, Perception +5, Stealth +5
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common, Eliknsi
  • Challenge 5 (1,800 XP)

Ethereal Step (Recharge 5-6). As a bonus action, the captain can teleport to an unoccupied space within 20 feet of it.

Multi-Limbed. The captain has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple.

Solar Shield. If the captain goes 1 minute without taking damage, it generates a ward around itself. The ward has 20 hit points, vulnerability to fire and radiant damage, and resistance to all other damage. Whenever the captain takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, it take any remaining damage.

Actions

Multiattack. The captain makes either three blaster attacks or two shock blade attacks.

Blaster Ranged Weapon Attack: +5 to hit, range 45/60 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Shock Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 5) slashing damage plus 3 (1d4) lightning damage.

Rally Fallen (Recharges After A Short Or Long Rest). The captain bolsters all creatures with the Fallen tag that can see or hear it and have a Challenge Rating lower than its own. Each affected creature can move up to its speed and make one attack from its statblock.


Fallen Prime Servitor

Huge construct, unaligned


  • Armor Class 17 (natural armour)
  • Hit Points 175 (14d12 + 84)
  • Speed 0ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
14 (+1) 19 (+4) 23 (+6) 13 (+1) 11 (+0) 8 (-1)

  • Saving Throws Str +4, Dex +7
  • Senses Blindsight 10 ft., darkvision 45 ft., passive Perception 10
  • Languages Understands Eliknsi but can't speak
  • Challenge 6 (2,300 XP)

Death Burst. When the servitor dies, it explodes in a burst of fire. Each creature within 15 feet of it must make a DC 15 Dexterity saving throw, taking 17 (3d10) fire damage and 11 (2d10) force damage on a failed save, or half as much damage on a successful one.

Immutable Form. The servitor is immune to any spell or effect that would alter its form.

Actions

Eyeblast. Ranged Weapon Attack: +7 to hit, range 30/45 ft., one target. Hit: 10 (1d10 + 4) piercing damage plus 17 (3d10) force damage.

Fallen Protector. The servitor chooses three creatures with the Fallen tag within 45 feet of it. Those creatures gains resistance to all damage until the start of the servitor's next turn or until it dies.

Teleport. The servitor teleports to an unoccupied space within 30 feet of it.

Art Credit

"Destiny 2 Wallpaper Collection" from gamewallpapers.com

"Destiny 2 Fallen" from wallpapertip.com

"Destiny 2 Wallpaper 17" from wallpapertip.com

"The State Of The Solar System" from "The State Of The Solar System" article on Den Of Geek

"AlphaCoders Destiny 2 Wallpaper" on alphacoders.com

Image from "Lore Of Destiny" Blog


Fallen Walker

Huge construct, unaligned


  • Armor Class 19 (plate)
  • Hit Points 189 (14d12 + 98)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-2) 24 (+7) 10 (+0) 7 (-2) 3 (-4)

  • Saving Throws Str +8, Con +10
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, prone
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Understands Eliknsi but can't speak
  • Challenge 7 (2,900 XP)

Death Burst. When the walker dies, it explodes in a burst of fire. Each creature within 20 feet of it must make a DC 16 Dexterity saving throw, taking 20 (3d12) fire damage and 20 (3d12) force damage on a failed save, or half as much damage on a successful one.

Immutable Form. The walker is immune to any spell or effect that would alter its form.

Slow Aim. If the walker makes a turret attack when it also made a turret attack on the previous turn, the turret can only target a creature within 20 feet of the first target.

Actions

Multiattack. The walker makes one turret attack, and can then use either Arc Stomp or four Arc Missiles.

Turret. Ranged Weapon Attack: +8 to hit, range 60/90 ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 9 (2d8) force damage to the target and all creatures within 5 feet of it.

Arc Missile. Ranged Weapon Attack: +8 to hit, range 20/45 ft., one target. Hit: 7 (1d4 + 4) fire damage plus 3 (1d4) lightning damage.

Arc Stomp. The walker generates a shockwave around itself. All enemy creatures within 10 feet of it must make a DC 16 Strength saving throw. On a failed save, a creature takes 10 (1d10 + 4) plus 6 (1d10) lightning damage and is pushed back 10 feet. On a successful save, a creature takes half damage and is pushed half the distance.

Shank Swarm (Recharges After A Short Or Long Rest). The walker creates 2d4 + 2 Fallen shanks in unoccupied spaces within 15 feet of it.


Randal The Vandal

Medium humanoid (Fallen), neutral evil


  • Armor Class 20 (studded leather)
  • Hit Points 270 (20d8 + 180)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 21 (+5) 29 (+9) 13 (+1) 12 (+1) 10 (+0)

  • Saving Throws Con +14 Dex +10
  • Skills Stealth +15
  • Senses Darkvision 30 ft., passive Perception 11
  • Languages Common, Eliknsi
  • Challenge 15 (13,000 XP)

Multi-Limbed. Randal has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple.

Actions

Multiattack. Randal makes two blaster attacks.

Blaster. Ranged Weapon Attack: +10 to hit, range 45/60 ft., one target. Hit: 50 (10d8 + 5) piercing damage.

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 5) piercing damage.

There are legends that there is a Vandal above any other. Above Kells. Above gods. Able to smite the unworthy with but a single glance. Those that wander the ruins of the world may come across this powerful foe, but very few will survive it, and only by the divine will of this Vandal and its compatriot Shanks.



Fallen Archon

Large humanoid (Fallen), any neutral alignment


  • Armor Class 19 (plate)
  • Hit Points 230 (16d10 + 142)
  • Speed 35 ft., climb 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 24 (+7) 17 (+3) 24 (+7) 14 (+2)

  • Saving Throws Str +10, Con +11, Wis +11
  • Skills Arcana +7, Athletics +10, Perception +11, Sleight of Hand +7
  • Senses Darkvision 60 ft., passive Perception 21
  • Languages Common, Eliknsi
  • Challenge 10 (5,900 XP)

Multi-Limbed. The archon has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple.

Solar Shield. If the archon goes 1 minute without taking damage, it generates a ward around itself. The ward has 50 hit points, vulnerability to fire and radiant damage, and resistance to all other damage. Whenever the archon takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, it take any remaining damage.

Spellcasting. The archon is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following artificer spells prepared:

Cantrips (at will): mage hand, mending

1st level (4 slots): catapult, alarm, detect magic, snare

2nd level (3 slots): arcane lock, flaming sphere, heat metal, invisibility

3rd level (2 slots): dispel magic, lightning bolt, protection from energy

Actions

Blaster. Ranged Weapon Attack: +7 to hit, range 46/60 ft., one target. Hit: 7 (2d6 + 3) piercing damage plus 11 (3d6) force damage.

Shock Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 6) slashing damage plus 5 (1d8) lightning damage.

Servitor Restoration. The archon targets a Servitor within 10 feet of it and expends a spell slot of 1st level or higher. The Servitor regains 2d8 hit points per level of the expended spell slot.

Legendary Actions

The archon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The kell regains spent legendary actions at the start of its turn.

Detect. The archon makes a Wisdom (Perception) check.

Arc Burst. The archon emits an electric pulse. All creatures within 15 feet of it must make a DC 20 Strength saving throw, taking 5 (2d4) bludgeoning damage and 9 (1d4 + 6) lightning damage and being pushed back 10 feet on a failed save. On a successful save, a creature takes half damage and is pushed half as far.

Service To The Machines. The archon regains a 1st level spell slot.

Lair Actions

On initiative count 20 (losing initiative ties), the archon takes a lair action to cause one of the following effects:

  • The archon causes 1d4 + 1 Fallen Shanks to appear in unoccupied spaces within 10 feet of it. This lair action can't be used until all previously summoned Shanks are killed.
  • The archon causes all friendly constructs that can see or hear it to move up to its speed without provoking opportunity attacks.
  • The archon and every friendly construct within 30 feet of it gain a +2 to AC until the start of the archon's next turn.
  • The archon can target a Servitor and a creature with the Fallen tag. The servitor takes 3d6 necrotic damage and the Fallen regains twice as many hit points.


Fallen Kell

Huge humanoid (Fallen), any chaotic or neutral alignment


  • Armor Class 21 (plate)
  • Hit Points 320 (20d12 + 190)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 26 (+8) 19 (+4) 14 (+2) 16 (+3)

  • Saving Throws Str +12, Con +13
  • Skills Athletics +12, Perception +7, Sleight of Hand +9
  • Senses Blindsight 10 ft., Darkvision 90 ft., passive Perception 17
  • Languages Common, Eliknsi
  • Challenge 14 (11,500 XP)

Ethereal Step (Recharge 5-6). As a bonus action, the kell can teleport to an unoccupied space within 45 feet of it.

Multi-Limbed. The kell has four arms, each of which can lift, hold, manipulate or move objects, or make unarmed attacks or grapple.

Solar Shield. If the kell goes 1 minute without taking damage, it generates a ward around itself. The ward has 80 hit points, vulnerability to fire and radiant damage, and resistance to all other damage. Whenever the kell takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, it take any remaining damage.

Actions

Multiattack. The kell makes three blaster attacks or two shock blade attacks

Blaster. Ranged Weapon Attack: +9 to hit, range 60/90 ft., one target. Hit 15 (3d6 + 4) piercing damage plus 9 (3d6) force damage

Shock Blade. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 16 (2d8 + 7) slashing damage plus 18 (4d6) lightning damage.

Rally Fallen (Recharges After A Short Or Long Rest). The kell bolsters all creatures with the Fallen tag that can see or hear it and have a Challenge Rating lower than its own. Each affected creature can move up to its speed and make one attack from its statblock.

Legendary Actions

The kell can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The kell regains spent legendary actions at the start of its turn.

Detect. The kell makes a Wisdom (Perception) check.

Arc Burst. The kell emits an electric pulse. All creatures within 15 feet of it must make a DC 20 Strength saving throw, taking 5 (2d4) bludgeoning damage and 10 (1d4 + 7) lightning damage and being pushed back 10 feet on a failed save. On a successful save, a creature takes half damage and is pushed half as far.

Rapid Step (Costs 2 Actions). The kell immediately recharges and uses Ethereal Step.

Lair Actions

On initiative count 20 (losing initiative ties), the kell takes a lair action to cause one of the following effects; the kell can't use the same effect two rounds in a row:

  • The kell summons either 2d4 Fallen Dregs or 1d4 Fallen Vandals in unoccupied spaces within 30 feet of it. This lair action can only be used again if all summoned units are killed.
  • The kell empowers all creatures with the Fallen tag that can see or hear it. An affected creature can move up to its speed without provoking opportunity attacks.
  • The kell emits a pulse of divination magic. The kell learns the current location of all creatures within its lair.
  • The kell targets a Servitor within 15 feet of it. The Servitor takes 3d6 necrotic damage and the kell regains as many hit points.
  • The kell casts wall of force, requiring no components. The wall lasts until initiative count 20 on the next round.

Devil Splicers

The history of the Devil Splicers is mostly unknown besides belonging to the Fallen House of Devils. They worked like other Splicers of other Fallen Houses; working to improve their houses weapons, technology and evolve their species. The Splicers, like the rest of their House, grew desperate after the loss of their House's Kell, Archon and Prime Servitor at the hands of their enemies. A Captain named Aksis, claiming the title of Archon, finally brought a sense of leadership back to the Devils. With Aksis and his followers in power, the Splicers continued their efforts in pillaging a ruined wasteland called the Cosmodrome to find any piece of magic or technology to hopefully turn the tide of their extinction. Their efforts proved fruitful, as they found SIVA, a technology that was able to reconfigure itself on a whim.

Rise Of The New Machine God

While the conventional leadership believed they have found a new machine to worship as a god, the younger, more ambitious sect of the Splicers saw this technology as something else; a means to transcendence. The Devil Splicers believed they could use SIVA to become the machines they worship. Aksis was the first to do so, reaching apotheosis and becoming more machine than Fallen, achieving what the Splicers had long endeavored, freedom from subsistence on ether. The Splicers under Aksis then used SIVA to bring back the Devil's Prime Servitor, Sepiks, to prove the technology's worth to the rest of their brethren.

It is unknown how the Devil Splicers managed to control this technology, but it certainly spells disaster for anyone that finds itself at odds with them.

Fallen Variant: Devil Splicers

Devil Splicers use the same statblocks as regular Fallen, with small modifications listed below. Unless otherwise specified, use the base statblock.

All Fallen Devil Splicers have the following trait:

SIVA Orb. If the Devil Splicer is killed by damage that exceeds its Constitution score, it creates a Medium orb in its space with a speed of 20 feet and can hover. On the killed Dreg's initiative, it moves towards the creature that killed it. If the orb takes any damage or ends its movement within 5 feet of its target, it detonates. All creatures within 5 feet of the orb must make a Dexterity saving throw, taking half damage on a successful save. The DC of the saving throw and the damage values change depending on the type of enemy killed, as shown on the table below.

SIVA Orb Damage
Fallen Enemy Fire Damage Necrotic Damage Orb DC
Dreg 3 (1d4) 3 (1d4) 13
Vandal 3 (1d4) 5 (2d4) 14
Marauder 5 (2d4) 5 (2d4) 15
Captain 5 (2d4) 8 (3d4) 16
Archon 8 (3d4) 8 (3d4) 17
Kell 10 (4d4) 10 (4d4) 18

Devil Splicers can be identified by their black and red colour scheme, angular armour and mass of techno-organic wires along their bodies.

Shanks can make an additional Blaster attack using its action. The attack deals radiant damage.

Dregs have their speed increased to 40 ft.

Vandals can make two Wire Rifle attacks with one action, although it still needs to reload afterwards. When under half of its maximum health, a Vandal can make two Dagger attacks with one action. If it hits with both, it regains 1d8 + 3 hit points.

Captains have the vulnerabilities of its Solar Shield ability replaced with force damage. It can also be armed with a scorch cannon, using the following attack profile:

Scorch Cannon. Ranged Weapon Attack: +5 to hit, range 30/45 ft., one target. Hit: 11 (3d6) fire damage, plus 7 (2d6) fire damage to all creatures within 5 feet of the target.

Servitors (Both Variants) can make two Eyeblast attacks using its action, and the range of the attack becomes 45/60 ft.

Fallen Walkers deal radiant damage with its Turret attack instead of force damage, and no longer has the Slow Aim trait. It can also use its action to create 1d4 + 1 SIVA orbs in unoccupied spaces within 5 feet of it, targeting creatures of its choosing. Use the marauder statistics for these SIVA orbs.

In addition, Devil Splicers field a Heavy Shank with their troops.


Heavy Shank

Medium construct, unaligned


  • Armor Class 15 (natural armour)
  • Hit Points 34 (4d8 + 16)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 18 (+4) 3 (-4) 7 (-2) 3 (-4)

  • Condition Immunities charmed, exhaustion, frightened
  • Senses Darkvision 30 ft., passive Perception 8
  • Languages understands Eliknsi but can't speak
  • Challenge 1 (200 XP)

Death Burst. When the shank dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 14 Dexterity saving throw, taking 8 (3d4) fire damage on a failed save, or half as much on a successful one.

Actions

Multiattack. The shank makes two blaster attacks

Blaster. Ranged Weapon Attack: +5 to hit, range 30/45 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d4) lightning damage.

Ram. Melee Weapon Attack +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage, plus the target is pushed backwards 5 ft.

House Salvation

Following the prison break, the first Barons to join Eramis' crew were her old comrades-in-arms from the House of Devils: Phylaks, the Warrior and Kridis, Dark Priestess. The three of them used to be working as a team and fought together in the Battle of the Twilight Gap. Another addition to the Council, Praksis, the Technocrat, was a former member of the House of Wolves who had been confined in a cell next to that of Eramis in the Prison of Elders. They used to have long nighttime talks that influenced Praksis' way of thinking. Atraks, the Wildcard, was meant to represent the younger generation of the Fallen, those who were born after the Whirlwind and never knew any other home but the Material Plane. Last but not least was the last scribe of the House of Judgment, Variks, The Loyal. While other members of the Dark Council despised Variks for being a traitor, Eramis accepted him as a way to draw more Fallen to her own house.

After her failed heist, Eramis became plagued by visions of her past from the Pyramid hidden beneath the Underdark. She visits there herself, fighting her way through the drow in order to commune with "the black arrow", which would respond whispering promises of power to the Baroness. Armed with a vision of their intended destination, Eramis and her crew rallied together a new House of Fallen from the remnants of Devils, Wolves, Dusk, and Kell's Scourge to the frigid wastes. There they built a new home for the Eliksni since the fall of their old homeworld, dismantling multiple Fallen hideouts across the planes and using the ruins of the colony of Eventide as the foundation for their city.

A Reckoning, Dark And Cold

When the Black Fleet finally revealed their presence in the Sol System, Eramis and her council had prepared their House for one to arrive at Europa, which offered them power in the form of Splinters of Darkness. Armed with their newfound power of Stasis, Eramis would subsequently proclaim herself as “Kell of Darkness” and vows to destroy the Traveler with her Fallen empire fully equipped with profane abilities.

Fallen Variant: House Salvation

Fallen of House Salvation use the same statblocks as regular Fallen, with small modifications listed below. Unless otherwise specified, use the base statblock.

All Fallen of House Salvation have the following trait: Profane Magic. The Fallen gains access to minor spellcasting, depending on its statblock. Consult the table below to see what level of spell each Fallen can cast and how many times it can do so.

Profane Magic Table
Fallen Enemy Cantrips Known Maximum Spell Level Spell Points
Dreg 1 1st 1
Vandal 2 2nd 4
Marauder 2 2nd 4
Captain 3 3th 6
Archon 3 4th 9
Kell 4 4th 12

A Fallen with this ability can cast any spell that is equal to or lower than the maximum spell level it can cast, as long as the spell meets one of the following conditions:

  • The spell deals cold damage.
  • The spell is on the artificer spell list.

To cast the spell, it must expend Spell Points equal to the level of the spell it casts. A Fallen regains all expended Spell Points upon finishing a long rest.

Members of House Salvation can be identified by their purple fabric and their white fur, made for cold climates.

Kells can, once per long rest, cast a 6th level spell that deals cold damage without expending any resources.

In addition, Fallen of House Salvation can field Brigs to defend important areas.


Fallen Brig

Huge construct, unaligned


  • Armor Class 20 (natural armour)
  • Hit Points 202 (15d12 + 105)
  • Speed Speed

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 24 (+7) 3 (-4) 7 (-2) 3 (-4)

  • Saving Throws Str +11, Con +12
  • Damage Resistances Bludgeoning, slashing, piercing
  • Condition Immunities charmed, exhaustion, frightened
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages understands Eliknsi but can't speak
  • Challenge 13 (10,000 XP)

Death Burst. When the brig dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 19 Dexterity saving throw, taking 33 (5d12) fire damage on a failed save, or half as much on a successful one.

Actions

Multiattack. The brig makes three turret attacks and can use either its void cannon or annihilation blaster. Alternatively, it can make two stomp attacks.

Turret. Ranged Weapon Attack: +11 to hit, range 30/40 ft., one target. Hit: 9 (1d4 + 6) lightning damage.

Void Cannon. Ranged Weapon Attack: +11 to hit, range 20/30 ft., one target. Hit: 20 (3d12) force damage, plus 7 (1d12) force damage to all creatures within 5 feet of the target.

Annihilation Blaster (Recharge 5-6). The brig creates a line 60 feet long and 10 feet wide. All creatures in the line must make a DC 19 Dexterity saving throw or take 13 (2d12) radiant damage plus 20 (3d12) fire damage on a failed save, or half that on a successful save.

Player Race: Eliknsi

While Fallen generally despise working with other races, there are factions that are neutral towards other races, and even some that even work with them for a common cause. If you wish to play as an Eliknsi, use the following rules.

Eliknsi Names

Favoring hard consonants, Eliknsi names generally include k's, x's and z's as well as numerous vowels. Female names generally have softer consonants but most names can be given to males and females alike.

Eliknsi Names: Araskes, Bakris, Drevis, Elykris, Hiraks, Kridis, Namrask, Phensis, Ralniks, Siriks, Taldriks, Visik

Eliknsi Features

Ability Score Increase. Your Dexterity score increases by 2, and another ability score of your choice increases by 1.

Age. Eliknsi generally reach maturity after molting as hatchlings several times. As an adult, an Eliknsi's lifespan is technically indefinite, although they require more and more Ether to sustain themselves as they grow older and larger.

Alignment. Many Eliknsi are raised in a scavenger's environment, making them lean towards chaotic tendencies. Some are raised more in line with tradition, which makes them more likely to be neutral.

Eliknsi Biology. You have four arms, each of which can hold or interact with items, as well as grapple or make unarmed strikes. This doesn't increase how many attacks you can make on a turn.

In addition, you rely on a substance called Ether to survive. Ether can only be manufactured by a Servitor and the amount distributed depends on those more powerful than you. Ether must be consumed like food or water, although only Ether is needed to survive. If you don't recieve at least a half ration of Ether in a 24 hour period, you gain 1 level of exhaustion. This exhaustion can only be removed by receiving a full ration of Ether every day for each level of exhaustion you have.

With 7 days of rest and a full amount of Ether for each day, you can recover from any non-fatal wound, including broken bones and severed limbs.

Eliknsi Engineering. You learn either the mending or prestidigitation cantrip. In addition, you can cast either the alarm, detect magic or snare spell without expending a spell slot. Once you cast a spell using this ability, you can't use it again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Skill Proficiency. You gain proficiency in one of the following skills: Acrobatics, Arcana, Investigation, Sleight of Hand or Stealth.

Size. At full maturity, an Eliknsi is slightly taller than the average human. Your size is Medium.

Speed. Adept efficient movement, Eliknsi are effective climbers and fast on their feet. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.

Languages. You can speak Common and Eliknsi. Eliknsi is a complex language full of insect-like clicking and odd sounds full of harsh consonants and vowels, much like their naming schemes.

Feat: Greater Eliknsi Engineering

Prerequisite: Eliknsi

Choose one Infusion from the artificer class that has no prerequisites. You learn that infusion and can bestow it upon a suitable item upon finishing a long rest, as described in the "Infusing an Item" section of the artificer class description. Whenever you gain a level, you can change this infusion out for another one that has no prerequisites.

In addition, you add the arcane lock spell to the list of spells you can cast with your Eliknsi Engineering ability.