Base Class: Warlock
Your patron is simply known as The Library. It is a great store of knowledge and a being of curiosity, created by magic radiation over the greatest collection of books in the known world. Most people that make a deal with The Library are curious creatures themselves or become one due to their connection to this entity.
Library Book
- You are bonded to your book. You can summon it to yourself as a bonus action if it is on the same plane of existence, causing it to teleport instantly to your hand.
- You can read your book to accurately recall anything you have seen or heard while you have had it in your possession.
- You can perceive through the book, reading it in your mind's eye as it transcribes what is around it. You can use this ability regardless of the book's location. Darkness does not affect the perception of the book.
- As an action, you can read about a language if the book has recorded someone speaking it. With a successful Int check (DC 15), you can understand that language until you finish a long rest.
- While holding the book open in your hand, you can choose to be proficient in either Arcana, History, Nature, or Religion. Proficiency can be changed on a short rest
Body of Knowledge
- You become Tiny and appear to be a simple book, although anyone that can see magic will see it as Divination.
- You view the world through your book, reading what is going on rather than actually seeing it.
- Your speed is reduced to 0
- You gain a +5 any check to hide, assuming that the creature didn't see you merge and has no reason to suspect the book. Any creature with True Sight is able to see something is off
- You can only communicate telepathically with any creature you can see within 30 feet of you, seen in the creature's mind as the writing of their own language. They cannot reply telepathically.
- You can use your action only to remove yourself from the book, cast a touch-range spell, or perform a Paper Cut attack, dealing 1d4+Int slashing damage to anything holding you.
- When you choose to leave the book, you can decide to instead come out of the pages of any other book within 60 feet of you.
Knowledge is Power
At the 10th level, you gain the ability to take one other creature with you when you merge with your book if the creature is none willing it must make a charisma saving throw. You both perceive this as standing in an infinite room filled with floating text. If you focus on the nearest text, you see it described that you are reading it in real-time. If the creature is not hostile, it gains all the abilities that you do when merged with your book, with the added ability that you can communicate clearly with each other and have seemingly physical forms. If the creature is hostile, both your and the creature's attacks do psychic damage and use the Int modifier instead of any usual proficiency. The book bounces comically on the floor while a fight is occurring in its pages. If you or another creature dies while in the book, they are expelled from its pages, unconscious. You must finish a long rest before using this ability again.
Knowledge is Eternal
- Any creature you defeat in the pages of your book, you can choose to have your patron possess them. The creature is charmed by you until a Dispel Magic spell is cast on it, it dies, or you use this feature again. It will follow all basic directions given to it by you even if it risks its own life, and answer any questions to the best of its abilities.
- If you die, your book absorbs you until you can be revived, or until you are returned to The Library.