Base Class: Wizard
An order of wizards that operates with the utmost secrecy, an obliviator is the one you send for when you need something- specifically, memories- to disappear. Working in the shadows, there are many myths and conspiracies surrounding their allegiances and alignment. The order is known to be old, though not exactly how old, and small, though not exactly how small. Distinguished by their dark robes and blank white masks, they are highly trained in stealth and doing their work unnoticed, often seeming to just appear out of thin air.
As an obliviator, while you may not be a criminal yourself, you'll likely have surprising ties and friends in high(and low) places, gathering sensitive information and reporting back to the order and the Obliviator General. The mysterious head of the order is in charge of sending out members on missions: some petty, and some with far-reaching consequences. Trust will be hard to earn and have in others as a member of the order, but if you are able to forge close bonds with those you encounter, your adventures will be unforgettable.
Subliminal Shroud
At level three you learn some of the basic techniques and concepts of the order, and how to put them together into a subtle yet persistent ward that like a whisper softly brushes attention away from you, making you hard to spot from a distance and move in almost total silence.
You have proficiency in Stealth, and an Intelligence modifier bonus to Stealth checks. You gain an Emanation out to 30 feet that is active while you are conscious and not Incapacitated. You are partially obscured to enemies outside the emanation, and actions you take that don't impose a Stealth penalty are dim and muted to creatures outside it. This lasts until you make an attack roll or deal damage to a creature; and resumes after you take a long or short rest. At level 18, the range of the emanation shrinks to 10 feet, and Psychic damage you deal does not end it.
Obliviate
The signature ability of obliviators which fogs up and dispels a brief memory from a single creature's mind. Its subtle simplicity doesn't have the power of other mind-altering magics, but its ease of use ensures other spells are available if necessary.
A creature within 30 feet of you must make an INT save: on a success it takes 2d6 Psychic damage; on a failure, up to one minute of its memory from the past 24 hours is erased. At level 5, it takes 3d6 damage, or up to 10 minutes of memory from the past week is erased; at level 11, 4d6 Psychic damage, or 30 minutes from the last month; at level 17, 5d6 damage, or an hour of memory from within the last three months is erased. A Remove Curse or Greater Restoration spell restores the target's memory. You can use this proficiency times a long rest.
Occlumency
Your experiences with plumbing the depths of minds and memories melds with your stealth skills to protect you from mental assaults of a wide variety.
Resistance to Psychic damage, advantage on saves against being Charmed and Frightened.
Figment
The work of obliviators is in the school of abjuration, not illusion, as many suppose it to be. Your expertise in the field has now reached new heights, and you can execute your abjurations quickly and quietly.
Whenever you cast a Wizard spell from the Abjuration school, you can omit verbal components. In addition, you can make an Arcana instead of Stealth check to hide, and can do so on your turn as a bonus action.
Translucidation
The most closely guarded technique of the order, which has the power to temporarily render a creature almost senseless by wiping its mind clean.
Once a turn, you can blank the mind of one creature hit by or that fails a saving throw of one of your spells 1st level or above, or your Obliviate feature. For the next minute, when the creature makes an ability check, attack roll or saving throw, it subtracts 1d4 from the result. You can do this proficiency times a day.
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