Aura of Still Memory
The air around the Champion(30ft) is thick with forgotten whispers. Creatures of the Champion’s choice that start their turn within 30 feet must succeed on a DC 17 Wisdom saving throw or become hushed for 1 minute. While hushed, a creature cannot speak, cast spells with verbal components, or use bardic inspiration or command abilities. They may repeat the save at the end of each of their turns.
Memory Reaper (Passive)
When the Champion kills a creature, he may choose to erase their final memory. The soul is drawn into the Void, and resurrection spells must succeed on a DC 18 spellcasting check or fail outright.
Devoted of the Void (Divine Boon)
The Champion does not require air, food, drink, or sleep. He is always under the effects of the nondetection spell. While in dim light or darkness, he regains 10 hit points at the start of his turn unless he is at 0 HP.
Voidbrand Blade (Melee Weapon Attack):
+10 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) slashing damage plus 10 (3d6) necrotic. The target must make a DC 17 Wisdom saving throw or lose a memory (flavorful, DM’s choice—e.g., how to use a weapon, a name, or a recent event), suffering disadvantage on one type of ability check for 1 minute.
Memory Sever (Recharge 5–6)
The Champion targets one creature it can see within 60 ft. The target must make a DC 17 Intelligence saving throw or take 45 (10d8) psychic damage and become stunned until the end of their next turn. On a success, they take half damage and are not stunned.
Echo of the Void (Bonus Action, 2/day)
Summons a spectral echo of the Champion’s past self in an empty space within 30 feet. The echo lasts 1 minute or until destroyed (AC 15, 1 HP, immune to nonmagical damage). The Champion can use the echo’s position to make melee attacks or swap places with it as a bonus action.
Void Step (Recharge 4–6)
Varnak vanishes into shadow and reappears in a space within 30 feet that he can see. This movement does not provoke opportunity attacks.
"He does not move through the world—he simply ceases to be in one place and begins to be in another."
Mark of Forgetting
Varnak marks one creature within 60 feet that he can see. Until the end of that creature’s next turn, the first time it misses an attack or fails a save, it takes 10 psychic damage, and forgets one action it was planning to take (the DM chooses what that means narratively—e.g., dropping a held item, forgetting a target, etc.).
"A flicker of void passes through the mind… and takes something with it."
Echo Swap (Requires Echo of the Void active)
Varnak swaps places with his Echo (created via Echo of the Void). This does not require line of sight.
"A ripple of memory snaps—the echo becomes real, the real becomes elsewhere."
Witness of the End (1/Per Combat)
Until the end of his next turn, all of Varnak’s melee attacks deal maximum damage to any creature under the effects of Hushed or Stunned.
“You were seen. You were known. You will be no more.”
Memory Echo
When Varnak fails a saving throw or attack roll, he rerolls the d20 and must use the new roll. He takes 5 psychic damage as he rewinds time in his own mind.
“That moment is… incorrect. Let us revise.”
Last Thought
When a creature within 10 feet of Varnak drops to 0 HP, he can use his reaction to extract its dying thought. All allies of that creature within 30 feet must make a DC 17 Wisdom save or be frightened until the end of their next turn.
"They see a flicker—your face, your fear, your failure."
Void Parry
When hit by a melee weapon attack, Varnak can reduce the damage by 2d10 + his Wisdom modifier (avg. 13). If this reduces the damage to 0, the attacker must succeed on a DC 17 Charisma save or be Hushed until the end of their next turn.
"His blade meets yours—and your breath stutters as the world forgets your name."
Inescapable Silence (5/Per Combat)
When a creature within 60 ft. casts a spell with verbal components, Varnak can force a DC 17 Constitution save. On a failure, the spell fails and is lost, and the creature is Hushed for 1 round.
"The words die in your throat. The silence is older than sound."
The Champion of Tharos can take 3 legendary actions, using one option at a time at the end of another creature’s turn.
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Whisper of Finality. One creature within 60 feet must succeed on a DC 17 Charisma saving throw or have disadvantage on all saving throws until the end of its next turn.
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Echo Strike. The Champion makes one Voidbrand Blade attack from his echo's location.
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Sever Thought (Costs 2 Actions). Targets a spellcaster it can see. That caster must make a DC 17 Intelligence saving throw or lose their highest level spell slot (or take 25 psychic damage if none are availab
Description
“The Final Witness does not kill. He erases. To him, death is mercy. Memory is the crime.”
—Carved onto a forgotten tombstone, east of the Voids entrance
Champions of Tharos serve as executioners and archivists. They destroy not only lives, but meaning—purging thoughts and dreams from the world. Where they tread, history bends. Those slain by them may not be mourned, for no one remembers why they matter.
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Posted Jun 11, 2025Its meant to be a cr 16