Curse Of The Forgotten One Image

This curse is bestowed by implanting a creature with a fragment of The Heartstone Gem. Previously kept in the mysterious temple of a forgotten, faceless and nameless God, this fragment of The Heartstone is the vessel currently imprisoning this Elder creature.

Once a day, the affected creature must succeed on a Charisma check (DC15) to prevent the wrath of this God. On 1d20 successes, the creature is considered befriended. On the same value of failures, the creature must roll on the long-term madness table and succeed on a DC12 Wisdom saving throw or be trapped in a nightmare for a full day. The creature then suffers 1 point of exhaustion.

The Forgotten One:

The affected creature sees and hears the hooded, faceless chaotic neutral known as Ickum. They hear its whispers of ancient knowledge and senses the profound void which this creatures inhabits as a constant pressure of nothingness and has an additional +2 to Int. The affected creature and Ickum are connected in ways that cannot be described and due to this, once a day, the host can cast comprehend languages. This feature cannot be reused until a long rest is completed. Similar to a specter or poltergeist, Ickum may interact with the hosts environment lightly. The magnitude of its interaction depends on the strength of the bond between Ickum and the host.

While a God, Ickum demands no worshipping and treats the host like a younger peer. He is at times sarcastic and sadistic, however their only interest is self preservation in order to eventually be reborn into a new being. 

Befriended: 

Once the host has befriended Ickum by succeeding in 1d20 DC15 Charisma checks, they are no longer affected by the long-term madness they may have acquired. The host can choose to continue DC17 Charisma checks to reach Devotion.

Devotion:

If the host has succeeded 2d20 DC17 Charisma checks, they will become mutually devoted to Ickum. Once this staged has been reached, the host gains and additional +3 to Int and can cast comprehend languages at will. Once per short rest, the host can cast Channel Divinity for divine intervention, divination or greater healing. For this to take effect, the host must pass a DC17 Religion check. Additionally, the host becomes resistant to Psychic damage and has advantage on seeing through any illusion spells.

 

 

 

Curse Of The Forgotten One Image

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