Base Class: Warlock
Spoken of only in vague rumors, déjà vu, or long-winded soliloquies about a man who knew a man who knew a man, to many The Forgotten One is just that, forgotten. That, of course, is exactly what The Forgotten One wants - To be unknown, to not exist, to be nothing more than a short tale cast aside. Patronage to this strange figure is more of a mutual understanding. Speak not of where your gifts came, keep all knowledge of Them tucked away at the far edges of your mind, and you will be rewarded. Rewarded with what, exactly? The one thing The Forgotten One values above all else: The power to be nobody at all.
Expanded Spell List
The Forgotten One 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.
Forgotten One Expanded Spells
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5th |
Nobody
Starting at 1st level, you have become nobody. Through the gifts of The Forgotten One, you only exist to those you choose. To everyone else, you never happened.
Whenever you break line of sight with a target or targets (through invisibility, the hide action, cover, etc.) as a reaction, you may force them to make an Intelligence saving throw against your spell DC. On a failed save, the effected target(s) forget everything about you, as if you never existed.
If you are seen by one of these targets again, it will be as if the first time they have ever seen you. The DC for this ability’s saving throw is reduced by 2 for each time a target has succeeded on their save. Attack rolls against targets that do not know you exist are critical hits on rolls of 19 as well as the usual 20.
Forgotten Words
Also at 1st level, you are the greatest conversationalist that no one knows.
After finishing a conversation with a creature, as a reaction, you may force that creature to make an Intelligence saving throw against your spell DC. On a failed save, the creature forgets a select detail of the conversation (you choose which detail to omit). On a success, they retain the information and you cannot use this ability on the creature again for 24 hours.
You have a number of uses of this feature equal to your Charisma modifier per long rest (minimum one). You may use multiple 'charges' of this feature to omit multiple details from a conversation with the same creature. If you use this feature on a creature you have charmed, no charges are expended and they have disadvantage on their Intelligence save(s).
Become Forgotten
Starting at 6th level, The Forgotten One has given you the ability escape the prying eyes of those who may come to know you. You may become invisible as a bonus action. This invisibility lasts for 10 minutes, or until you attack or cast a spell.
You may become invisible this way a number of times equal to your Dexterity modifier (minimum one) per short rest. Additionally, whenever you attack or cast a spell at a target that does not know you exist, if that attack or spell deals damage, it deals an additional 2d6 psychic damage.
Rewritten Memories
Starting at 10th level, you can now hide in plain sight, ceasing to exist moments later. Your gifts have made you so forgettable that you are even able to forget yourself.
Whenever you take a long rest, you may use the power of The Forgotten One to re-select your Eldritch Invocations and replace them with new ones. Also, once every seven in-game days, you may choose a new Pact Boon by performing an hour-long ritual. Any material possession related to the previous Pact will crumble to ash.
Whenever you hit a creature with your Eldritch Blast, you may have them make an Intelligence save against your spell DC. If the creature fails, they are unable to remember you exist until your next turn, even if you are standing right in front of them.
Rend the Mind
Starting at 14th level, you have been given the power not only to be forgotten, but to be remembered exactly as you specify. You can now sculpt the mind of another to see you as whoever you wish.
As an action, make a melee spell attack against a creature. If you hit, you breach their mind, learning their deepest, most intimate memories. You may force the target to forget any memories of your choice and you may also force in any fabricated memories of your choosing. If the target had a loved one that taught them how to shoot a bow, you can remove all knowledge of that loved one and replace them with yourself.
The mental trauma of this action causes the target to take 5d10 psychic damage. If the target survives, they become permanently charmed by you, and have no recollection of the experience. After using this feature, you cannot use it again until after finishing a long rest. Additionally, now whenever a creature forgets you exist, you may have that creature take 2d6 psychic damage.
Previous Versions
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3/30/2021 7:38:21 PM
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10/17/2021 11:49:00 PM
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11/30/2021 4:58:06 AM
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12/20/2021 2:07:25 PM
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8/22/2022 3:31:30 PM
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7/18/2024 12:53:59 PM
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