Lamenter of the Forsaken (3.5e Feat)

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Lament of the Forsaken [General]

This advanced infusion grants immense power at the cost of the user's mind and soul. It provides temporary benefits but with dangerous psychological and physical side effects.
Prerequisite: Essence Infusion
Benefit: - By sacrificing 10 hit points, you can create a temporary booster that grants a +1 bonus to AC, +1 Base Attack Bonus, +1 Strength modifier, and 5 temporary hit points <(stacks) for 168 hours (A Week) (The Time Does Not Stack). Effects stack with each infusion up to 250 HP, but side effects become immensely worse Then Essence infusion.

- Infusion Limits: For every 40 hit points sacrificed, the user loses 1 Dexterity, and their mind begins to suffer. At various HP sacrifice thresholds, the user unlocks temporary but increasingly dangerous abilities:


 - Conditional Flight (10 HP to unlock): The user gains the ability to fly at their base movement speed, but only as long as they are fully convinced of their ability. Doubt causes the flight to cease immediately.


 - Sight-Based Teleportation (20 HP to unlock): The user can teleport to any location within their line of sight, but only if they are completely certain of their ability. Doubt causes the teleportation to fail. (also every 10 hp past the 1st 20 adds a extra 10 feet to the users length of there vision)


 - Sins of the Soul (40 HP To unlock) Passive: The user becomes aware of sins within creatures up to 100 feet away, increasing by 100 feet for each additional 10 HP sacrificed. The user's mind becomes clouded by the guilt of others, imposing Disadvantage on Charisma-based checks.


 - Deathless Resurrection (100 HP To Unlock, Takes no hp To use it is limited to once per encounter): The user can resurrect a dead creature for a number of turns equal to twice their Will save modifier. When the time ends, the creature's body crumbles and cannot be revived again except by True Resurrection or similar magic. Upon the creature’s second death, the user experiences the creature’s full emotional pain and sins all at once, causing Disadvantage on all Intelligence, Wisdom, and Charisma checks for 24 hours.


 - Eidolon Immunity (150 HP to unlock): The user becomes immune to all mental influences except those inflicted by **Lament of the Forsaken**, creating a mental barrier that isolates them from charm, fear, and other emotional manipulations. This isolation causes Disadvantage on Insight and Persuasion checks.


 - False Divinity (200 HP) Passive: The user radiates a divine aura, granting advantage on Charisma-based checks against All creatures. When this effect ends, the user suffers severe mental backlash, causing Disadvantage on Wisdom and Charisma checks (Halved) for 24 hours via when the drugs timer thing ends.


Psychological Side Effects With Each use (also gains this on the first use and instead of gaining one random mental side effect you gain 2 every infusion), the user experiences increasing mental turmoil. Each infusion adds 2 random or DM-selected effects, which may become more intense if the same effect is applied multiple times:

Paranoia: The user feels constantly watched, even by allies, imposing Disadvantage on Insight and Persuasion checks.



Auditory Hallucinations: The user hears unsettling sounds or whispers, distracting them in combat and reducing Perception checks by -2.



Visual Hallucinations: The user sees imagined figures or shadows in their peripheral vision, imposing Disadvantage on Perception checks and saving throws against illusions.



Insomnia: Sleep becomes disturbed by strange visions, leading to exhaustion. After two consecutive days of using Lament of the Forsaken, the user must make a DC 15 Constitution saving throw or gain a level of Exhaustion.



Emotional Numbness: The user becomes detached from their emotions, suffering Disadvantage on Charisma-based checks.



Delusions of Divinity: As False Divinity is approached, the user becomes overconfident, believing themselves invincible. This imposes Disadvantage on saving throws against magical effects or traps that would harm them, as the user instinctively disregards personal danger.



Addiction and Dependency Continued use breeds dependency. If the user abstains from **Lament of the Forsaken** for 168 hours (A Week), they must make a DC 30 Wisdom saving throw or suffer Disadvantage on all Intelligence, Wisdom, and Charisma checks for 24 hours due to withdrawal symptoms. The longer the dependency lasts, the harder it becomes to break free.

Maximum Enhancement

While the stat benefits cap at 250 HP sacrificed, the mental and physical toll escalates. As the user sacrifices more HP, they risk permanent mental trauma and physical decline.
Normal: Without this feat, characters cannot create such powerful but risky boosters.
Special: Effects do not increase in power beyond the HP cap, but duration and side effects continue to intensify with each additional infusion.




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