Rogue
Base Class: Rogue

The Gravemind is a rogue who has forged a connection with the spirits that linger between life and death. This unique ability is often discovered accidentally when the rogue survives a near-death experience. The Gravemind must tread carefully, as their actions can draw the attention of otherworldly entities, both benevolent and malevolent. Some Graveminds embrace their role as conduits between worlds, seeking knowledge and power from the deceased, while others struggle against the weight of the memories they carry.

In the shadows of ancient tombs, forgotten crypts, haunted ruins, and places where the barrier between life and death is thin, Graveminds unlock the secrets of the past, making them an invaluable asset to parties seeking hidden truths or ancient artifacts. However, the boundaries between life and death are delicate, and Graveminds must always be mindful not to be consumed by the memories they seek to wield. Some Graveminds form bonds with spirits, establishing alliances with benevolent entities, while others must constantly battle against the encroaching darkness that seeks to consume them. Graveminds tread the line between life and death, wielding the memories of the departed like blades forged in the fires of the afterlife. Each step they take is haunted by the countless voices of those who have come before, and each stolen memory is a testament to the unseen threads that bind the living to the dead.

As a Gravemind advances in level, their connection deepens, and they learn to draw upon memories from increasingly powerful entities. This unique skill comes with a price, as the Gravemind must navigate the treacherous currents of the ethereal plane, avoiding malevolent entities seeking to corrupt their newfound abilities.

"The veil between the realms is thin for the Gravemind, a whisper away from the memories of those who have crossed over. In the quiet moments, they close their eyes, reaching out to the echoes of the departed, each memory a flickering candle in the vast darkness of the beyond."

"The touch of a Gravemind is a delicate dance with the ethereal. When their fingers graze the remnants of a fallen creature, a surge of forgotten experiences floods their senses. They gain insight into the lost arts, the hidden talents, and the untold stories that echo in the emptiness left by the departed soul."

"As the Gravemind's mastery deepens, so does the breadth of their communion with the spirits. Now, their connection to the afterlife is a symphony of whispers and fragments, a mosaic of lives that once were. In their pursuit of the memories that linger in the shadows, the Gravemind becomes a living conduit between worlds, a bridge spanning the expanse of mortality and the great unknown."

 

Memory Siphon

At 3rd level, you gain the ability to tap into the memories of the dead. As an action, you can touch a creature that has died within the last minute and draw upon its residual essence. You can gain one ability that the creature possessed in life. The ability must be associated with a skill or feature, and the effectiveness is limited by the creature's Challenge Rating (CR). You can use this feature a number of times equal to your Dexterity modifier (minimum of 1), regaining expended uses after a short or long rest. When you decide to activate an ability, if it is a persistent ability, it will remain active for 10 minutes unless stated otherwise. The DM will tell you what effects you receive, or can roll on the table below. Any included tables are examples and should be modified by DM to fit their campaign.

How many active effects you can have at once and what CR you can access is shown in the "Memory Siphon Table"

All examples provided on any table are to be considered values at maximum CR for their respective tables.

    1. Memory of the Eldritch Visionary: Gain the ability to cast the detect magic spell at will.

    2. Memory of the Blademaster: Gain proficiency with martial weapons, and your melee attacks deal an extra 1d6 damage.

    3. Memory of the Elemental Conduit: Gain resistance to a damage type of your choice.

    4. Memory of the Arcane Scholar: Gain proficiency in one Intelligence-based skill and the ability to cast mage armor at will.

    5. Memory of the Swift Strider: Your base walking speed increases by 15 feet.

    6. Memory of the Resilient Guardian: Gain proficiency in Constitution saving throws.

    7. Memory of the Mystic Healer: Gain the ability to cast cure wounds .

    8. Memory of the Venomous Bite: Your unarmed strikes are coated in a potent venom that deals an additional 2d6 poison damage on a hit.

    9. Memory of the Elusive Acrobat: Gain the Evasion feature, allowing you to take half damage on a successful Dexterity saving throw.

    10. Memory of the Dwarven Smith: Gain proficiency with blacksmith's tools and the ability to forge mundane weapons and armor in half the usual time.

Enhanced Connection

At 9th level, your connection to the afterlife strengthens. You can now access memories from creatures with a higher Challenge Rating. Additionally, the number of uses per rest increases to your Dexterity modifier + half your rogue level (rounded down). Additionally, when you gain an ability from Memory Siphon, you can use that ability for 30 minutes instead of the usual 10 minutes.

 

Example Table:

    1. Memory of the Celestial Herald: Gain the ability to cast the divine word spell once per long rest.

    2. Memory of the Draconic Ascendant: Gain resistance to two damage types of your choice and the ability to cast dominate monster once per long rest.

    3. Memory of the Undying Colossus: Gain the ability to cast the invulnerability spell once per long rest.

    4. Memory of the Enigmatic Seer: Gain proficiency in three skills of your choice and one additional language.

    5. Memory of the Timeless Scholar: Gain the ability to cast legend lore once per long rest.

    6. Memory of the Wandering Nomad: Gain proficiency in Wisdom (Survival) and advantage on saving throws against environmental hazards.

    7. Memory of the Psionic Savant: Gain the ability to cast detect thoughts at will.

    8. Memory of the Astral Traveler: Gain the ability to cast the plane shift spell once per long rest.

    9. Memory of the Thunderous Roar: Once per short rest, you can unleash a deafening roar, forcing creatures within 20 feet to make a Constitution saving throw or be stunned for 1 minute.

    10. Memory of the Phantasmal Trickster: Gain the ability to cast the major image spell at will.

 

Echoes of the Past

At 13th level, you can now access memories from creatures with a Challenge Rating up to 8. Additionally, when you gain an ability from Memory Siphon, you can use that ability for 1 hour instead of the usual 30 minutes.

 

Example Table:

    1. Memory of the Cosmic Navigator: Gain the ability to cast teleportation circle once per long rest.

    2. Memory of the Arcane Artificer: Gain proficiency in Intelligence (Arcana) and the ability to create a magical item of rarity uncommon or lower during a long rest.

    3. Memory of the Celestial Protector: Gain the ability to cast holy aura once per long rest.

    4. Memory of the Infernal Strategist: Gain proficiency in Charisma (Intimidation) and advantage on Charisma checks when interacting with evil creatures.

    5. Memory of the Sylvan Enchantress: Gain the ability to cast dominate person once per long rest.

    6. Memory of the Stormcaller: Gain the ability to cast call lightning once per long rest.

    7. Memory of the Dimensional Jumper: Gain the ability to cast dimension door at will.

    8. Memory of the Undying Sentinel: Gain the ability to cast death ward at will.

    9. Memory of the Fey Trickster: Gain advantage on Dexterity (Stealth) checks and the ability to cast blink once per long rest.

    10. Memory of the Dragonrider: Gain the ability to summon a spectral dragon steed, allowing you to fly at a speed of 60 feet.

 

Ethereal Mastery

At 17th level, your mastery over the ethereal realm is unparalleled. You can now access memories from creatures with a Challenge Rating up to 12. Additionally, when you gain an ability from Memory Siphon, you can use that ability for 24 hours.

 

Example Table:

    1. Memory of the Astral Architect: Gain the ability to cast maze once per long rest.

    2. Memory of the Primal Beastmaster: Gain the ability to summon a primal beast companion that fights alongside you.

    3. Memory of the Lich's Wisdom: Gain proficiency in Intelligence (Arcana) and the ability to cast true seeing at will.

    4. Memory of the Infernal General: Gain the ability to summon a legion of fiendish soldiers to fight for you once per long rest.

    5. Memory of the Planar Conqueror: Gain the ability to cast gate once per long rest.

    6. Memory of the Celestial Arbiter: Gain the ability to cast planar binding once per long rest.

    7. Memory of the Enigmatic Puppeteer: Gain the ability to control the actions of a creature within 60 feet once per long rest.

    8. Memory of the Elemental Archmage: Gain resistance to all damage types and the ability to cast prismatic spray once per long rest.

    9. Memory of the Cosmic Manipulator: Gain the ability to alter reality within a 30-foot radius once per long rest.

    10. Memory of the Ascended Godslayer: Gain the ability to cast wish once. This cannot be used again.

 

Memory Siphon Table

 

Level

CR Maximum

Number of effects

 
 

3rd

2

1

4th

2

1

5th

2.5

1

6th

3

2

7th

3

2

8th

3.5

2

9th

4

*

10th

5

*

11th

6

*

12th

7

*

13th

8

*

14th

9

*

15th

10

*

16th

11

*

17th

12

*

18th

13

*

19th

14

*

20th

15*

*

* Any number of effects until the base CR equals the maximum allowed. I.e. CR maximum of 4 can have one effect from a CR 4 creature, or 2 effects from one or more CR 2 creatures.

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