Base Class: Sorcerer
Similar to Aberrant Mind sorcerers, you can touch the mind of those around you with psionic power. You specialise however, in weaving and presenting the memories of those around you, whether for good or manipulative purposes. Some people seek you out, to remove pain and suffering from their minds, while others may be targets of your memory manipulation.
As a Memory Weaver Sorcerer, you can decide the origin of your powers. Were you gifted them? Were you born with them? Or did something else happen to grant you access to the mind of the creatures around you?
Lasting Impressions
Starting when you choose this subclass at first level, you can ensure you have a long lasting positive impression. As an action, choose a number of targets equal to your Charisma Modifier. They must each succeed a Wisdom Saving Throw against your Spell Save DC, or have all hostility towards you and your companions removed. They are not charmed by you, and would still do actions that would be normal for their beliefs, but they will not attack you unprompted, or think negatively towards you, from this interaction and any previous interactions. Whether they succeed or fail the saving throw, they do not know you attempted this against them.
You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Forgettable Mistakes
Starting at 6th level, you are able to make a bad memory go away. As a reaction, when a target within 60ft of you makes an Ability Check, Attack Roll or Saving Throw, you can spend a sorcery point to force a reroll. They must use the second roll, whether it is higher or lower. The target does not have to be willing.
Mental Prowess
Also at 6th level, you gain some mental prowess. You become proficient in Intelligence Saving Throws, and has advantage on all saving throws against being charmed.
Memory Extraction
Starting at 14th level, you become able to modify memories to all consistencies. Modify Memory becomes a permanently prepared spell for you, and does not count against the spells that you know, and you gain one use free use of it per day. Additionally, as an action, you can spend two sorcery points, to extract a memory from a target, and play it in front of you, choosing any number of creatures that you choose to see it. The memory shows whether it has been modified or any manipulation has ocurred, but does not show the modified memory. If the target is unwilling, they must make an Intelligence Saving Throw against your Spell Save DC. You see the memory from the point of view of the target and only experience the senses as the target experiences it.
Creation/Destruction
Starting at 18th level, you can completely make a creature appear disappear from the target's memory. By spending 8 hours in the presence of a person, you can force a target to make a Wisdom Saving Throw against your Spell Save DC. They may voluntarily fail. On a failure, you choose one person that the target is familiar with, who you know at least the name of. This person is completely removed from the targets memory. Any memory they have with this person is replaced as though that person isn't there. A dispel magic or greater restoration spell can remove this.
Alternatively, by spending 8 hours in the presence of a person, you can insert someone into someone's memory. The target must make a Wisdom Saving Throw against your Spell Save DC or have a creature of your choice who you are familiar with, and insert them into memories of the target which makes sense (determined by you DM). The target regards this person as a friendly creature, and is not hostile towards them. A dispel magic or greater restoration spell can remove this.
Once you have used this feature, you cannot use either until you have completed a long rest.
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