Warlock
Base Class: Warlock

 An entity who isn't a demon, nor an angel. It simply is as it exists, and it exists to keep the secrets of this world locked away as they should be.

Lore Keeper Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Lore Keeper Spells
Warlock Level Spells
3 Alarm, Hex, Arcane Lock, Zone of Truth
5 Glyph of Warding, Nondetection
7 Confusion, Leomund's Secret Chest
9 Dominate Person, Summon Dragon

Magic Secrets

The Lore Keeper has shared a few of its own magical secrets with you, allowing you to have 1 additional cantrip of your choice. This cantrip does not count against your amount of spells known.

The Lore Keeper's Lock

Your thoughts and knowledge are encrypted by your patron's power. This causes other creatures to be unable to read your mind, or sense your thoughts. Attempting to causes them to experience severe migraines, dealing psychic damage equal to your warlock level + your charisma modifier. (minimum of 1)

Total Secrecy

Your patron's power and secrecy have caused you to grow much better at retaining secrets, and keeping them away from others. If someone is trying to force information out of you through any means, be they magical or not, if you fail your saving throw to remain quiet you may add 2d6 to your roll.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Silent Stalker

Your patron has gifted you by veiling you in secrecy. This gives you advantage with stealth, checks but also gives others disadvantage with perception checks trying to spot you.

Memory Lockout

OOnce per turn when you hit a creature with an attack roll, the target must succeed on a DC {{savedc:cha}} Cha. saving throw, or the target is locked out of a memory, takes 8d8 Psychic damage if it isn’t a aberration, and forgets how to use a magical item, use a set of tools, use a spell, or speak a language for 8 rounds, after which the target regains the ability to use the affected trait.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

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