Base Class: Druid
Those who belong to the circle of memories, get their power from nature like any other druid, but the lands where their powers belong, are rather otherwordly as many would say. The circle of memories find their power in the vast forests of the feywild and the desolated landscapes of the shadowfell. There, they harness the power to manipulate the memories to their benefit of the fey, and the skill to feed off those from the undead plane, giving a rather unusual combination, but truly powerful. These druids are feared amongst mages and mindflayers specially.
Those who belong to this circle usually like to embrace the two sides of the coin, as they usually like the light and colours of the plane of the fey, but also the shadows and monochromy of the shadow plane, which manifests in their rather curuious and inquisitive behaviour. As they possess the power to manipulate and consume memories and, well, we can't avoid forgetting something now and then anyways, right? So what's the issue with me speeding up the process...
View Memory
2nd-level Circle of Memories feature
You may as an action, attempt to steal the memories of a creature within 5 feet of you, placing your hands onto their body.
The creature you are attempting to view the memories of must make a Wisdom saving throw against your spellsave DC. On a failure, the creature becomes charmed by you, and you may view any memories of the past 24 hours of that creature. On a failure, the target creature becomes immune to this ability for 1 hour. The creature remains charmed for as long as you maintain contact. While viewing memories, you have the same senses and understand the same languages, in addition to your own, of the target creature. While in this state, the target becomes charmed by you for 1 minute. The charmed target is incapacitated and unaware of its surroundings.
You may use this feature a number of times equal to your proficency bonus per long rest.
At 6th level, you may view memories from 7 days ago , at 11th level from 30 days ago , and at 16th level from 1 year ago.
Devour Memory
3rd-level Circle of Memories feature
Your lessons from the shadowfell allow you consume the memories of your prey. While viewing the memories of a creature, you may consume one memory once per turn as a bonus action, gaining 1d8 hit points, and dealing 1d6 cold damage to the target creature, deleting it from their mind. The memory can be restored with remove curse and similar magic, or if strong enough stimuli is applied.
You may eat a number of memories equal to your wisdom modifier (minimum of 1) per long rest.
At 6th and 10th level, you gain an additional 1d8 healing and 1d6 cold damage, and at 14th and 18th level, you gain an additional 2d8 healing and 2d6 cold damage.
Influence Action
6th-level Circle of Memories feature
You may quickly edit the memories of a creature that you can see within 60 feet of you, granting them a bonus or minus to an attack rolll, damage roll, or saving throw equal to your wisdom modifier as a reaction. You may only edit a unwilling creature's memory this way a number of times equal to your wisdom modifier.
You may use this feature a number of times equal to half your druid level.
Memory Wipe
10th-level Circle of Spores feature
Your connection to the shadowfell allows you to completely disrupt the mind. As an action, you may make a melee spell attack against a creature that you can see within 5 feet. On hit, choose a memory of an event that has occured within the last 24 hours. That memory is erased, and the creature takes 4d10 psychic damage.
A remove curse or greater restoration spell cast on the target restores the creature's memory.
You may use this feature a number of times equal to your wisdom modifier per long rest.
Stuck in the Past
14th-level Circle of Memories feature
Your connection to the feywild allow you to force people into their own histories and memories. Target a creature that you are within 5 feet of. That creature must make a wisdom saving throw against your spellsave DC. On a failure, you expend a spellslot equal to a third of that creature's challenge rating or level (rounded down), and push the target creature into a memory. Creatures that are immune to being charmed or to psychic damage have advantage on the saving throw. A willing creature can fail the saving throw automatically.
Select a memory type, traumatic, or soothing.
Traumatic. That creature relives their most traumatic memories over and over within the span of seconds. They take 2d10 necrotic or psychic damage per level of the expended spell (your choice) and become frightened of you for 1 minute. If this damage reduces them to 0 hit points, they instead fall to 1 hit point and roll on the indefinite madness table.
Soothing. That creature enters their safe space, reminiscing on the good times. They gain 10 hit points per level of the expended spell, and are immune to being charmed, or frightened for 10 minutes. Additionally, they gain the benefits of a short rest.
You may use this feature once per long rest.
At 17th level, the damage dealt increases to 3d10, and the hit points gained increases to 15. At 20th level, the damage dealt inreases to 4d10, the hit points gained increases to 25, and you may target two creatures at once with this feature. You may choose which memories each creature relives.
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