Warlock
Base Class: Warlock

Your patron could be any number of things. An old dusty book found in a forgotten library that calls out to you, begs to be written in. An ancient god amused with the on-goings of humanity and wishes to have the stories recorded for it to peruse later, or even use as blackmail. An ever-watching eye, hovering and forcing you bear witness to the stories of the land.

However you came to your patron, you are driven forward by a lust for knowledge and revealing the truth wherever it is. You hunger for it, recording it where you can and squirreling it away in your journals to offer it up as sacrifice for your patron later. You may have a knack for using the information you uncover to compel others to your will- either by a hard hand or soft, too-knowing words and kind smiles. Either way, you pride yourself on being the most in-the-know person in the room, and the power of your dark patron assures that you can seek out any information you put your mind onto finding out.

Expanded Spell List

The Ancient Knowledge lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ancient Knowledge Expanded Spells
Spell Level Spells

1st

command, identify

2nd

augury, zone of truth

3rd

clairvoyance, nondetection

4th

arcane eye, compulsion

5th

legend lore, modify memory

Enhanced Knowledge

Starting at 1st level, your patron sharpens your mind to the recall of information or glean information from new situations. You become proficient in two of the following skills: Arcana, History, Investigation, or Insight.

Your proficiency bonus is doubled for any ability check you make the uses either of those skills.


Also, your ability to remember is greatly enhanced. Your memory does not slip, and you can accurately recall anything that you have learned or that has happened to you. Only a spell such as modify memory can negate this.

Invasive Knowledge

At 6th level, your patron grants you the ability to invade a creature's thoughts. You can then use your access to the creature's mind to command it and glean new information from it.

 

As an action once per long rest, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

 

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it ie actively thinking about) when it is within 60 feet of you.

You can also use your connection to this creature's mind to glean new information. While you are tuned in to the creature's mind, you have advantage on all intelligence skill checks that would involve information the creature knows (for example, a history check made to get political information about the region while attuned to a king, or an investigation check to find a secret passage in a bandit hideout while attuned to a bandit).

These effects lasts for 10 minutes.

 

During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Guarded Knowledge

Starting at 10th level, you gain the ability to better guard and control the knowledge you have.

Your memories or thoughts can’t be read by telepathy or other means unless you allow it. Also unless you allow it, you are no longer effected by spells or magical effects that will alter your memory or known facts in any way. This includes but is not limited to spells such as modify memory, mind blank, or feeblemind.

Furthermore you gain the ability to control the dissemination of select information. When you tell a creature a piece of information that is new to them, you can choose to set an "Dissemination Alarm" on this information. This alarm remains for a number of days equal to 10 + your current warlock level. During this time, if the creature tells this information to anyone else other than yourself, a mental alarm will "ping" inside your head, alerting you that the information has been shared.

You can only have one alarm like this active at a time. You can chose to end the alarm early at any time.

Scorching Knowledge

At 14th level, you gain the ability to sear the body and mind of a creature you see, gaining access to it's memories and knowledge.

As an action, pick a creature within 30 feet of you. You instantly summon a pillar of eldritch, burning light down onto the creature. It takes 8d6 fire damage, and makes a wisdom saving through against your spell dc. On a failed save, chose one of the additional effects:

- Memory Overload: You rend the mind of the creature, causing it to relive it's most painful, devastating, or horrifying memories. It takes an additional 5d10 psychic damage.

- Knowledge Steal: If the target knows spells of a level of which you can cast using your pact spell slots, you can choose to temporarily gain the knowledge of how to cast one of the spells which they know. You can chose which spell you learn, and it can be from any class' spell list. You can cast this spell using your warlock pact spell slots. The ability to cast this spell is retained with you until the end of your next long rest.

- Memory Search: You will the creature to relive a specific event from it's past, and show you exactly what it remembers. If you know of a specific event, you can specify the moment you wish to see. If not, you see the past 24 hours of the creature's life play out beat by beat exactly how it remembers it. If the creature's memory of the event is effected by a modify memory or other type of spell, then you sense something is off or tampered with the memory but do not see the unaltered version. As you search the creature's memories in this way, it relives the memories with you, and after you finish shifting through its mind, it will know exactly what you saw from its mind and that you now know it.

 

 

You can use this feature once per long rest.

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