Base Class: Warlock
You have made a pact with an entity that shouldn't exist, a being that has been erased from the fabric of time and reality. Yet somehow, it clings to existence, a perpetual limbo between reality and nothingness. Beings with such power, or lack thereof, are nameless powers who need to forge a pact to exert their power and will among the planes.
Expanded spell list
The Forgotten 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 |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Glare of the void
Starting at 1st level, you gain proficiency in the intimidation skill, if you haven't already.
Unintelligible form
At 1st level, you conjure aspects of your patrons power. As a bonus action, you transform for 1 minute and gain the following benefits while transformed:
- You do not provoke opportunity attacks when moving outside a creatures melee range.
- Ranged attacks made against you have disadvantage
- If a creature targets you with a spell that requires concentration, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance your unintelligible form can vary depending on your patron. For example, your form may make you flicker in and out of existence, or you may have a shroud of fog that alters the minds around you, causing them to forget you.
One with the void
Starting at 6th level, aspects of your patrons nature has seeped into your soul granting you the following power:
- You have advantage Dexterity(stealth) rolls that require sight and sound, and you can add your spellcasting modifier to your Dexterity(stealth) rolls.
- You gain resistance to radiant and necrotic damage, as your soul belongs to neither heaven or hell.
- You cannot be the target of divination spells, and will appear invisible for spells such as clairvoyance
Break in reality
Starting at 10th level, you have learnt to harness the power of the void, and can manifest the strange power in unexpected ways. As an action, you can release fragments of your patrons power in different ways, you can choose from:
- Rift tear: You link the space you are on with another space up to 300ft away, creating a rift in reality between the two points. both ends of the portal take up a 5ft by 5ft square, and drags nearby creatures within a 5ft radius towards the rift. If a creature hostile to you enters or is dragged into the rift, they must make a Wisdom saving throw against your Spell save DC, taking 3d12 psychic on a failure, or half as much on a success. The tear lasts for 10 minutes, and can be ended shortly by dispel magic.
- Null screams: You cause the agonising energy from the void to leak into the planes, inflicting pain upon those who listen to the screams. Choose a space you can see within 120ft of you. Each creature in a 15ft radius that isn't a construct or undead must make a Wisdom saving throw against your Spell save DC. On a failure, a creature takes 4d6 psychic damage and is stunned for a minute, taking half as much damage on a success. A stunned creature can continue to make saving throws against your Spell save DC on their turn, breaking free on a success.
- Dragged down: You choose a creature that you can see within 30ft of you. The targeted creature must make a Wisdom saving throw against your Spell save DC. On a failure, a rift opens beneath the creature, and hands made from the void drag them trough. The target is banished to the void for 1 minute, taking 5d10 psychic damage. Nothing happens on a success.
Faded echoes
Starting at 14th level, as an action you can summon a faint echo of yourself, occupying the space you are on. As a bonus action, you can return to this space as if you had travelled back in time, regaining lost spell slots and hitpoints. When you do this, you must make a Wisdom saving throw against your own spell save DC, taking 4d10 force damage on a failure, or half as much on a success. The echo lasts for 8 hours, and is immune to all physical and magical attacks. A dispel magic spell target at the echo can dispel it early. At the end of the duration, you are automatically summoned back to the echo.
You can use this feature once per long rest.