Your patron is a forgotten, nameless god, a creature of legend who holds secrets that were forgotten before the mortal races were born. He is powerful though formless, and can only communicate through dreams. However, mortals might make a pact with him, allowing him to possess them, taking over their body and using it as his vessel. This is very demanding on the body and can only be sustained for short periods of time, resulting in exhaustion.
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 | Fog Cloud , Shield |
2nd | Scorching Ray , Blur |
3rd | Fireball , Haste |
4th | Wall of Fire , Greater Invisibility |
5th | Arcane Hand , Telekinesis |
Possession
Starting at 1st level, your patron infuses with your body. As an action, you can allow him to possess you, creating a fog cloud 1st Level (Conjuration)
You create a 20-foot-radius sphere of fog centered on a point within range. centered on yourself that disperses at the start of your next turn. For one minute, you can cast Scorching Ray 2nd Level (Evocation)
You create three rays of fire and hurl them at targets within range. at second level as an action, a number of times equal to your warlock level and without expending spell slots. At the end of the duration, you gain one level of exhaustion.
Once you use this feature, you can’t use it again until you finish a short or long rest. You cannot use this feature if you have three or more levels of exhaustion.
Sickly Aid
Starting at 1st level, your patron enhances your magic when you are weak. When you have at least one level of exhaustion, you gain the following benefits:
- You deal additional damage equal to your proficiency bonus with spell attacks.
- You can cast the Shield 1st Level (Abjuration)
An invisible barrier of magical force appears and protects you. spell without expending a spell slot. Once you do, you can’t do so again until you finish a short or long rest.
Recovery
Starting at 1st level, when taking a short rest, you may recover one level of exhaustion instead of recovering your expended spell slots.
Unwavering Defences
Starting at 6th level, your patron is becoming stronger. While you are possessed by your patron, you can cast the Shield 1st Level (Abjuration)
An invisible barrier of magical force appears and protects you. spell as a reaction without expending spell slots. Additionally, while you are possessed, you gain a flying speed of 60 feet and temporary hit points equal to your warlock level + Charisma modifier (minimum of 1).
Weakly Step
Starting at 6th level, when you have at least two levels of exhaustion, you gain the following benefits:
- After you use your action to cast a spell, you can use your bonus action to dash Dash
When you take the Dash action, you gain extra movement (equals your speed) for the current turn. . - You can cast Misty Step 2nd Level (Conjuration)
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. as a bonus action without expending a spell slot. Once you do, you can’t do so again until you finish a short or long rest.
Worthy Vessel
Beginning at 10th level, your patron is starting to feel comfortable in your body. While possessed, you can cast Telekinesis 5th Level (Transmutation)
You gain the ability to move or manipulate creatures or objects by thought. once per possession as an action, without expending a spell slot. When the possession ends, so does this spell.
As a bonus action, you can let your patron possess your body until your next turn, granting you all the aforementioned benefits. This does not exhaust your body.
Once you use this feature, you can’t do it again until you finish a short or long rest.
Feeble Excellence
Beginning at 10th level, when you have at least three levels of exhaustion, you gain the following benefits:
- You gain advantage on magic attack rolls.
- You can cast the Greater Invisibility 4th Level (Illusion)
You or a creature you touch becomes invisible until the spell ends. spell on yourself without expending a spell slot. Once you do, you can’t do so again until you finish a short or long rest.
Last Resort
Starting at 14th level, while you are possessed by your patron, your body doesn’t suffer from the negative effects of exhaustion.
When you drop to 0 hit points, you can let your patron possess your body for one minute, gaining all the aforementioned benefits. After this ends, you fall unconscious and gain one level of exhaustion. If you still have any temporary hit points left, you lose them and stabilize.
Once you use this feature, you can’t do it again until you finish a short or long rest. You may use this feature even if you have five levels of exhaustion, but it will result in your death, afterwards.
Might of the Frail
Beginning at 14th level, when you have at least three levels of exhaustion, you gain the following benefits:
- You gain advantage on saving throws against magic.
- You can cast the Arcane Hand 5th Level (Evocation)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. spell without expending a spell slot. Once you do, you can’t do so again until you finish a short or long rest.