Warlock
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.

Forgotten Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Forgotten Spells table, you thereafter always have the listed spells prepared.

Forgotten Spells
Warlock Level Spells
3 Command, Disguise Self, Alter Self, Pass Without Trace
5 Fast Friends, Nondetection
7 Greater Invisibility, Polymorph
9 Geas, Seeming

Nobody

Starting at 3rd 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) forgets the last 10 minutes of your existence. Their mind fills in any gaps in the details of your absence. 

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 are unaware of your presence are critical hits on rolls of 19 as well as the usual 20.

Forgotten Words

Also at 3rd 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, the first detail you omit does not expend a charge 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 is unaware of your presence, if that attack or spell deals damage, it deals an additional 2d6 psychic damage.

Never There

Starting at 10th level, your patron has allowed you to become so forgettable that you can now hide in plain sight.

Once per turn when you deal damage to a creature or when a creature misses an attack roll against you, you may have that creature make an Intelligence save against your spell DC. If the creature fails, they are unable to perceive you, as if you did not exist, even if you are standing right in front of them. This effect lasts until the end of your next turn.

Whenever a creature fails an Intelligence save against you, you may have them take 2d4 psychic damage.

Remember

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 breach into the mind of another and sculpt their memories to see you as whoever you wish.

Once per long rest, you may cast the spell Modify Memory at 9th level. When you cast this spell this way, you have 1 hour to rewrite the target's memories instead of 1 minute, and there is no limit to how long a rewritten event or events has to last (as opposed to 10 minutes).

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2024 12:34:41 AM
3
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2024
Coming Soon

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