Base Class: Warlock
A being thought to be an unfathomable figment of people's imagination, the Knowledgeable One goes by many names through many cultures and is known as the being that feasts on new knowledge. The power it holds is unlike any creature seen but comes with strings in ways many don't often appreciate or understand how to handle.
Pact Magic Surrogate
Your patron holds many key points of knowledge throughout all of history, time, and space; however, his knowledge and abilities can not be passed on to a follower in the manner most are accustomed to, leaving many to give up before fully understanding the scope of the knowledge and powers they’re abandoning.
This variation in Pact etiquette starts right at the beginning when followers learn that they aren’t granted Tangible magic; rather, they are granted a knowledge collector, a mystical creature that they can command to perform spells once a bond has been formed. The creature itself takes the form of various different creatures in order for you and other people to comprehend its physical existence; however, it still does have other actions it can perform outside of casting spells and abilities granted by the form it has assumed and is listed in the stat block below.
In combat, your knowledge collector shares your initiative count, but it takes its turn immediately after yours. It can move and act on its own; however, it will always opt to protect you and itself before anything unless given commands as a bonus action during your turn. If you are incapacitated, your Knowledge Collector may attempt to stabilize you one time. On a failure, they are unable to try again until you have been stabilized, and instead opt to protect your body until you succeed or help comes.
If your knowledge collector would drop to less than 0 Hit Point, without being immediately stabilized, it will vanish into nothingness, taking with it every other person’s memories of it and information it granted them via you. In order to obtain a new knowledge collector you must dedicate at least one short rest and any money necessary to put to paper all information about your prior knowledge collectors, the information they granted you, and an explanation about how you failed to protect the gift bestowed upon you by your patron. After compiling this information, you must bind it between a set of leather covers and title the work in its name before finally offering up the creation to the knowledgeable one himself, forfeiting it in a blue flame (Fire must be colored through any means, except magic). If your patron accepts this knowledge as the full scope of information and your forfeit of knowledge, he will bestow upon you a new collector in a form of his choosing.
Knowledge Collector
Small-Medium Aberration, Any Lawful Nature
Armor Class 11 (natural armor)
Hit Points 10 + your Charisma modifier + five times your warlock level (the collector has a number of Hit Dice [d6s] equal to your warlock level)
Speed 30 ft.
Saving Throws Int +3 plus PB, Wis +2 plus PB
Skills Arcana +3 plus PB, Insight +2 plus PB, Stealth +1 plus PB
Senses Darkvision 60 ft., passive Perception 12 + (PB × 2)
Languages Can speak and understand all languages via a Telepathic bond with you (120ft.)
Challenge — Proficiency Bonus (PB) equals your bonus
Hidden in Plane Sight. A Knowledge Collector’s true form can’t typically be perceived by the normal person but does exist on the physical plane. As such it typically takes the form of a beast or other creature that mortals will accept. The standard forms it has been seen to take are the Deep Rothé, Fastieth, Flumph, Ixitxachitl, or Mastiff. The knowledge collector has all the features of the assumed form while retaining its hit points, stats, skills, and other features. This creature can only assume a new form after you’ve documented, studied, and submitted a biological report on the new creature you wish it to appear as to your patron.(Your DM may allow a different physical form with different abilities, but as a rule of thumb the creature must be of Aberration or Beast and CR no higher than 1/4.)
Innate Spellcast. Your Collector holds the key to spell casting for all who call the Knowledgeable One their patron. Their spell attack modifier is equal to their Intelligence modifier + your Charisma Modifier (spell save DC = 11 + your Cha mod). It can innately cast the spells found on your spell list, requiring no components using your spell slots.
Actions
Metaphysical Strike. Melee Weapon Attack: +3 plus PB to hit, reach 5ft., one creature. Hit: 1d10 + PB psychic damage. If the target is the same size or smaller, it is grappled (escape equal to your Spell Save DC) and must succeed on a DC (10 + PB) Intelligence saving throw or be stunned until this grapple ends. The strike appears as a standard grapple attempt and can be commanded to do this attack by also commanding the Knowledge Collector to do a ‘Strike Attack’.
Reaction
Stabilize (1/SR). Once per short rest if you would drop to 0 hit points within 5 feet of your collector, it can use its reaction to attempt to stabilize you making a Medicine check.
Expanded Spell List
The Knowledgable One has allowed you to choose from an expanded list of spells when you and your knowledge collector learn a warlock spell. The following spells are added to the warlock spell list for you.
Knowledgeable Expanded Spells
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Arcane Flux
6th-level Knowledgeable feature
In your pursuit of knowledge, your patron has found that you and your knowledge collector are quite in tune with one another and has found you worthy of wielding a construct visible only to you and your knowledge collector, known as an Arcane Flux.
This Arcane Flux acts as a metaphysical journal that allows you to cast (2 + Proficiency) spells that your knowledge collector is able to cast by yourself, using the Arcane Flux as a spellcasting focus without your knowledge collector's aid. Spells cat this way still consume a spell slot, but do not stop the collector from casting a spell themselves.
Another property this Arcane Flux holds is that it also allows for an additional spell to be transcribed from a forthcoming wizard's spell book or artificer's recipe and/or blueprints. Spells added via transcribing can be changed by having your knowledge collector consume the metaphysical pages on which the spell is written. After a long rest, new pages are added and a new spell can be recorded. (Spells you learn this way must be of a level you can cast.)
Knowledge Beyond Self
10th-level Knowledgeable feature
At 10th level, you’ve proven yourself to be a worthy follower of the Knowledgeable One and he wishes to reward that. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Warlock table, or a cantrip.
True Follower
14th-level Knowledgeable features
The Knowledgeable One looks upon you in approval and delight. As a token of his appreciation, he bestows upon you not only a boon of his mighty physical power but even more he permanently enhances your Arcane Flux with the power of your Mystic Arcanum allowing you to expend a usage of your Arcane Flux in place of your arcanum.
Boon of the Knowledgable One -
- Phase Shifting. Using double your movement, you and anything you’re carrying can enter the Ethereal Plane from the Material Plane, or vice versa. You are not visible on Material Plane while on the Ethereal Plane, but can view it as though you were there, and vice versa. You can do this so long as you have at least half of your maximum health. If your hit points drop below half, you are ejected to the Material Plane and fall prone. You can't use this feature again until you've completed a long rest.
- Mind Meld. As an action, you touch a creature. Once contact has been established the creature makes a DC (8 + Proficiency Bonus + Charisma Mod) Wisdom Save. On a fail, you are able to seek the knowledge you desire from the creature you touch. Once you've found the information you seek, they fall prone. On a success, you are able to read the surface thoughts of the creature before being ejected from its mind and they are immune to this ability for the next 24 hours and are frightened of you.
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