“I do not pray to Him. I remember Him.”
When gods fade, their final prayers are not always lost. Some take root — in memory, in the soil, or within the hearts of those who still remember. You are one such remnant: an attendant born of faith so old that even the divine it served has been forgotten.
Whether you were once a mortal worshipper who refused to let your god’s name die, or a vessel shaped by their fading essence, your purpose endures — to preserve the balance left behind, to attend the silence where divinity once spoke.
- Ability Scores: Wisdom, Constitution, Charisma
- Feat:
You carry the lingering essence of a dying divinity — a quiet spark of what once was. This fragment of sanctity manifests not as command, but as presence.
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Whisper of the Divine. You learn the druidcraft cantrip. Wisdom is your spellcasting ability for it.
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Echo of Faith. When you cast a spell or use an ability that restores hit points, the target also gains temporary hit points equal to your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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The World Remembers. When you make a Wisdom (Insight), Wisdom (Perception), or Charisma (Persuasion) check made to interpret or calm a natural spirit, druid, or fey creature, you can roll a d4 and add it to the result.
“I am not the prayer. I am the breath that carries it.”
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- Skill Proficiencies: Nature, Religion
- Tool Proficiencies: Herbalism Kit
- Languages: Sylvan, Elvish
- Equipment: A weathered symbol of your god (its form now obscure or natural in shape), a small pouch of soil or ash from a sacred grove, a simple journal of meditations or recollections, common clothes, and 5 gp.
You carry the lingering essence of a dying divinity — a quiet spark of what once was. This fragment of sanctity manifests not as command, but as presence.
-
Whisper of the Divine. You learn the druidcraft cantrip. Wisdom is your spellcasting ability for it.
-
Echo of Faith. When you cast a spell or use an ability that restores hit points, the target also gains temporary hit points equal to your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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The World Remembers. When you make a Wisdom (Insight), Wisdom (Perception), or Charisma (Persuasion) check made to interpret or calm a natural spirit, druid, or fey creature, you can roll a d4 and add it to the result.
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