They are fickle things, memories. Fractal, fragile and he who controls the mind controls the world. Somewhere between memory and reality one exalted individual strides, living in the past and present with every footfall he makes. With a mere touch, he delves into the depths of consciousness, sifting through thoughts like a painter selecting colors. Memories shift and twist under his influence, becoming dreams or nightmares at his command. His targets, left bewildered and disoriented, find their pasts rewritten, their truths obscured by the shadows of his making until they become part of the Collection.
Fetre: The Remembrancer
[Offense]:
{1} Forgotten Blade: Your presence is ever shifting, a flicker in the peripheral and easily forgotten.
While your bladesong is active when an enemy misses you with an attack you may add your intelligence mod to your attack rolls during your next attack action. If this attack is against the creature that missed you, gain advantage on your attack rolls. Additionally, your blade, so attuned to the frequency of the immaterial, can strike on the astral/ethereal plane, passing through force structures. When landing a crit you create one soul token as you shear of a portion of your target's soul.
{2} Avid Collector: The spirits who follow you demand vengeance and covet company, guiding your hand to gather more spirits.
You may apply sneak attack twice per turn. Your sneak attack deals an additional 1d6 for each “Token of the Departed” You have on your person. Your total amount of tokens you can carry becomes proficiency + Rogue level. As long as you have a Token of the Departed you are considered adjacent to an ally for the purpose of sneak attack. Your range of “Create Token” extends to creatures you see die within Line of Sight.
[Defense]:
{1} Tactician’s Mind: Gain expertise in Intelligence saving throws. When subjected to a save other than an Intelligence save you may make an Intelligence save instead a number of times up to your proficiency mod. Your thoughts, memories and sense of self are secure. Mind-Altering abilities and memory manipulation have no effect on you and creatures who attempt to scry on you see nothing as you become aware of their location. Your memory recollection is flawless.
{2} Body Flicker: You are permanently under the effects of Mirror Image. The number of images is equal to your proficiency mod. You may sacrifice one of these mirror images to automatically pass a dexterity save. The number of images resets on a long rest.
[Utility]:
{1} Insert Presence: Once per round when you strike a target they must make an Intelligence save DC equal to half the damage of the attack (Min DC 10). On a failure you may alter their memories as if casting Modify Memory at 9th level. Memories altered this way cannot be restored without the use of an 8th level restoration spell or Wish. Friendly targets may choose to fail this save. You have remote access to the memory of creatures you have affected this way as long as the Modify Memory is active.
{2} Ghost in the Machine: When you fall unconscious you may sacrifice two of your Tokens of the Departed to pass a death save once per turn. This can be used after you roll. Additionally if a creature under the effect of your Modify Memory is within the same realm as you when you die you may shatter this memory, resurrecting in a space within 10ft of that creature with (# of hit dice rolled) HP as you resurrect from their memories.
[Drawbacks]:
1. Lost in Thought: You automatically drop concentration on spells after (INT mod) number of rounds.
2. Haunted by the Dead: Creatures who die within 30ft of you that you do not convert into a Token haunt you, revealing your location when you attempt to stealth for 24 hours giving you disadvantage on stealth checks.
3. Detachment from the World: If you go unconscious and are making death saving throws while having no Tokens you automatically fail your first death save as your spirit yearns to join those who have been following you all your life.
4. Miser of Memories: When you are carrying your maximum amount of tokens you have disadvantage on History and Arcana checks as the memories of the departed are vast and cloud your mind.
5. Avarice: If your tokens are full when you see a creature die roll 1d4 and lose that many tokens as the spirits trapped in your tokens riot.
6. Curse of Plenty: When using your sneak attack against an undead you must spend a token of the departed.
7 Apathy: You have disadvantage on charisma skill checks to defuse hostile talks and diplomacy.
8. Deny the Ferryman: You cannot benefit from the spell Death Ward for Death has you marked.
9. Sensory Overload: As the knowledge of the dead is so vast you lose sight of your passions. You cannot benefit from the bonus of your Tireless Precision.
10. Hard to Kill, Harder to Revive: If you die with no Tokens on your person you cannot be revived outside of a Wish spell
11. Even in Death: Undead have advantage on attacks against you as they smell the stench of death around you.
12. Loner by Trade: Being adjacent to another player no longer grants you access to your sneak attack.
Total abilities: 6 (Maximum 6)
Total flaws: 12 (Minimum = Total abilities * 2)
Ratio: [6:12]
Previous Versions
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