Base Class: Warlock
You have made a pact with a forgotten goddess--a being still possessing great power, but only a dim reflection of the power it used to hold. Your patron has simply been forgotten, passed over by the march of time. Her worshippers all met with an ancient cataclysm, and her power was diminished without followers to glorify her name outside of a single sleepy village in the remote woods.
Your patron is a shell of her former self. Previously immortal and thought to be unassailable, she has fallen from the heights of grace. Still long-lived, it may even be that she is now mortal, and will eventually completely fade away over the centuries. But whatever the case, your patron still has power now. And she has selected you to be her agent in the world, the recipient of a small portion of those precious reserves.
The powers you are granted by your patron reflect your perhaps unique position--you are a scion, and in some ways also a priest, of this ancient power.
The Forgotten Goddess Expanded Spell List
The Forgotten Goddess 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.
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1st |
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2nd |
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3rd |
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4th |
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5th |
Pact of the Lantern
At 3rd level, a character dedicated to The Forgotten Goddess can select this option instead of one of the warlock’s existing Pact Boon options. The Forgotten Goddess grants you a Lantern with a light of dim starlight, decorated with her old holy symbol. While the Lantern is on your person, you know the Augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
Additionally, you can invoke The Forgotten Goddess' power as an action to gain expertise and advantage on all Intelligence checks while you carry this item for one hour. Once you use this ability, you can not use it again until you complete a short or long rest. If you lose your Lantern, you can perform a 1-hour ceremony to receive a replacement from the Mother. The ceremony can be performed during a short or long rest, and it destroys the previous Lantern. The Lantern disappears in a flash of light when you die.
Spite of the Fallen
Beginning at 1st level, if you are at less than full health, you have advantage on your first attack each turn against an opponent who hit you with an attack or spell on their last turn.
Whispers of Ancient Might
Starting at 6th level, when you are hit by an attack, spell, or any effect causing fire, cold, lightning, force, necrotic, or radiant damage, or when you are hit by an attack from a celestial, fiend, undead, extraplanar being, or an attack drawing its power from such sources (DM's discretion--a clerical spell, an eldritch blast from a fiend pact warlock, etc.), you may call upon the power of your patron to grant you resistance to that damage type until the end of your next turn. You must choose to invoke this power before damage dice are rolled. You may also then choose to have advantage on your next attack, spell, or other effect directed at this attacker, or for their next attack, spell, or other effect to be at disadvantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Power of the Forgotten
Starting at 10th level, you can erase the memories of other beings, even removing all memory of yourself from the mind of another creature. When you use this feature, choose one of the following effects:
● On a failed Wisdom save, up to 10 creatures of your choice forget the events of the last minute.
● On a failed Wisdom save, 1 creature of your choice forgets the events of the last 10 minutes.
● On a failed Wisdom save, 1 creature of your choice forgets everything that they know about you. The creature retains its memories of everything else, but remembers nothing of who you are or that it has even seen you before. The affected being will unconsciously adjust other memories as needed to make its memories make sense--someone stole it's money pouch, but it doesn't know who. It was chasing someone down the street, but never saw their face, etc.
These memory losses are permanent, although of course the affected creatures can come to form new memories going forward as usual. Once you use this feature, you cannot use it again until you finish a short or long rest.
Rage of Time
Starting at 14th level, you can channel your patron's anger and fear of being lost to time into an attack. One chosen enemy suffers the effects of dramatic aging. This feature affects even beings who do not normally age. If it fails a Wisdom save at disadvantage versus your Spell Save DC, it suffers all of the effects of a Slow spell for the next minute, and physically withers (-4 to strength and constitution saving throws). Additional Wisdom saves as per the Slow spell are at disadvantage. You do not need to concentrate to maintain these effects. At the end of 1 minute, the target reverts to its previous age and physical condition. If the target is a being that does not normally age or normally ages very slowly (DM's discretion--fiends, celestials, dragons, fey, etc.) it must make a second Wisdom save or suffer 3d6 Psychic damage from the experience. Once you use this feature, you cannot use it again until you finish a short or long rest
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