Join hands and worship those forgotten by even the most depraved

Created by FadeShock

horror

stain

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hastur

Mistral

Mistral2

Carpet-Crawler

Dream-Quest of Elyza Lee

 

 

The Forsaken

There are many gods and deities left unknown to even the most dedicated of researchers, discovered by only those who have thrown away nearly all they have. Some chose to end there, forming a pact of power. But some, some in there undending search, finally come to their conclusion, and fully devote themselves to this being, a being that is completely foreign the known fabric of reality, an ancient being possibly older than even the concept of time.

Forsaken Domain Spells
Cleric Level Spells
1st Dissonant Whispers, Tasha’s Hideous Laughter
3rd Phantasmal Force, Tasha’s Mind Whip
5th Fear, Hunger of Hadar
7th Evard’s Black Tentacles, Phantasmal Killer
9th Rary’s Telepathic Bond, Synaptic Static

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor.

Boon of the Unknown

Starting at 1st level, the forsaken being you so worship grants you some eldritch powers. You gain 2 cantrips from the Warlock spell list, which are considered Cleric cantrips for you and do not count against your known cantrips.

In addition, you gain an Eldritch Invocation that you meet the prerequisite for. You gain additional Invocations when you reach 6th, 8th, and 14th level in this class. If an Invocation calls for your Charisma modifier or score, you use your Wisdom instead.

Mind Enlightened

At 1st level, your deity awakens your mind’s power, granting you the ability to touch the minds of other creatures to spread its influence. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

This range increases to 60 feet when you reach 8th level in this class.

Channel Divnity: Awe & Horror

At 2nd level, you can use your Channel Divnity to incite fear and awe of your deity’s power into those around you.

As an action, you present your holy symbol, and you are surrounded by the visage representing a small fraction of your deity’s power. When you use this feature, you can do one of the following:

  • A number of creatures of your choice up to your proficiency bonus that are within range of your Mind Enlightened and can see you must succeed on a Wisdom saving throw, or else suffer from a short-term madness for 3 rounds, unless ended prematurely in some other way.
  • A friendly creature of your choice within range of your Mind Enlightened, including yourself, is cleansed of any effect causing it to be charmed, frightened, paralyzed, and/or stunned.

Maddening Mind

Starting at 6th level, your deity has lodged a bit of its power into your mind, making you nigh impervious to mental attacks. You gain immunity to psychic damage, and whenever a creature tries to charm you, read your mind, or scry on you, it must succeed on a Wisdom saving throw against your spell save DC or suffer from a short-term madness for 1 round, and the mind reading or scrying fails. On a successful save, the charm, mind reading, or scrying merely fails.

Mind-Rending Strike

At 8th level, your deity infuses part of its power into your own. Whenever you would inflict a creature with madness as a result of one of your features, that creature takes 2d8 psychic damage at the start of each of its turns as long as it remains under the effects of that madness.

E̸̩̳̙̠͈͌̄̅́́̃̓m̴̳̰̦̒̏̎͊͆b̵͙͒͗̚r̶̪̬̯̓̈͒a̵̙͓̟̹͆͛͜͝͝͠ç̴̥͎̝̒̓́e̸̢̹̥͔̮̔̎͌́̈́͝ ̸͔͒̑̚T̸͓͆̃̓̓̽͝ͅh̸̨͇̘̠͐͗̇͐̕̚͠e̴̠͊̃m̶̘͓͍̦͎̳̃͋̊

At 17th level, your deity manifests part of itself into you. As an action, a number of creatures of your choice equal to your Wisdom modifier within range of your Mind Enlightened must succeed on a Wisdom saving throw against your spell save DC or fall prone, as the oppressive prescence of this ancient being forces them on to their knees.

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horror

Square Enix

Gogmagog

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icefox

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Optional Features

Various homebrewed features that can be used in order to enhance Forsaken’s theme further.

Enchantment and Dunamancy

At the DM’s discretion, you can prepare any spell from the Enchantment school of magic, and also Dunamancy spells from Explorer’s Guide to Wildemount, in addition to your usual spell list.

Madness

As this class is very focused around the concept of madness from an unknown entity, as a variant rule at your DM’s discertion, you gain an indefinite madness when you pick up this Domain, specifically the one for getting a 36-45, though you may opt to roll for the madness instead. If you would prefer to not immediately use madness, you instead gain the indefinite madness when you reach 6th level and gain Maddening Mind.

Sanity

A variant rule for Sanity exists among officially published WotC books. If you believe this would make your character stand out more, discuss it with your DM.

Compatibility with Fade’s Cleric

You gain the 1st-level spells from your Domain Spells at 2nd level instead of 1st level.

You gain Boon of the Unknown and Mind Enlightened at 2nd level instead of 1st level.

Remove Bonus Proficiencies.

kitsune

Sarah Stone

Vulpinal Agathion

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Further Clarifications

For the sake of saving space, some more specific things are not mentioned in the main brew, so as such, they are placed here. For all intents and purposes, these are meant to be part of the main brew and not simply intentions, so this is RAW, not RAI.

Dunamancy Magic?

Dunamancy magic is a subset of spells added in Explorer’s Guide to Wildemount, exclusive to the Chronurgy and Graviturgy Wizard. Basically, you can also select spells that are normally exclusive to the Chronurgy and/or Graviturgy Wizard.

Before you say anything about it not making sense, may I remind you that this subclass is centered around knowledge of the unknown. Manipulating time and gravity would be child’s play to those entities, most likely.

Reapplying Madness

If a creature is already suffering from a short-term madness, Awe & Horror nor Maddening Mind can inflict madness on to the creature again until the previous madness has ended.

winter

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goo

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