Base Class: Monk
A Way of Memory monk has the ability to see and alter the memories and thoughts of others. When they alter a memory, certain things about the creature or object change. The Way of Memory teaches that everything has memories. A memory could be something as simple as a knowledge of what something is. Monks who choose this tradition are typically called Mind-changers.
Path of Memories
Peerless Empathy: When you choose this tradition at 3rd level, your years of meditating and training your mind in the use of memories wash through you, giving you a sense of peace and understanding. You gain proficiency in Insight and Perception. If you are already proficient in either, or both of the skills, you gain expertise in that skill.
Memory of Time: You always know what time it is.
Changed Memories: Starting at 3rd level when you use an action and touch a creature, or use flurry of blows, you can spend an additional ki point to activate one of the following features:
- Memory of Health: You can expend 2 ki points to ease the pain of a wound by altering the memory of its bearer. If the target is below its hit point maximum, you can give them temporary hit points equal to 4 times your monk level. Once you use this feature you must complete a long rest before using it again. At 17th level you can use this feature once per long rest without expending ki points.
- Fleeing Thought: The creature is targeted with the Modify Memory spell and must succeed on a Wisdom save or suffer the effects of the spell. It does not count as a spell, and cannot be counterspelled. Once you use this feature, you must complete a long rest before you can use it again.
Memory User: You can spend 1 ki point to use a memory of theirs to your advantage. Pick one language or proficiency the target has, and you gain that proficiency or know that language for 1 hour. You can use this feature twice a day, regaining the uses on a short or long rest.
6th Level
- Magical Meditation: When you meditate while touching a creature that knows spells, you can learn 2 of their 1st level spells, or 1 of their 2nd level spells. You gain 1 spell slot. You know the spell(s) until you use the feature again. If you use this feature again, the spell(s) that you learned will be replaced by the spell(s) that you choose.
- Restore Memory: When you touch a creature whose memory has been affected by magic, you can spend a ki point to lift the enchantment and restore the memories that have been altered or removed. You learn the memory that was removed as well. After you use this feature you cannot use it again until you complete a short or long rest.
- Strength of Mind: Your mind is now an interweaving maze of discipline. Beginning at level 6th level, as a bonus action, you may use 3 ki points to gain advantage on all Wisdom and Intelligence saving throws for 3 minutes.
- Perfected Remembrance: You can remember events from a year to the present day with extreme accuracy. Additionally, you can spend 1 ki point to gain information about an event that has happened within the past 3 years from another creature’s memory.
11th Level
- Greatest Fear: At 11th level when you touch a creature or successfully hit a creature with a flurry of blows, you can exploit its greatest insecurity or fear. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and be under the effect of the confusion spell until the end of your next turn.
- Stolen Knowledge: also at 11th level, when you touch a creature or successfully hit a creature with a flurry of blows, you can spend ki points equal to the level the spell is to learn 1 spell that they know, and you are able to cast that spell once. You can also use this ability to erase a spell from the caster’s memory. Once you use this feature, you can't use it again until you complete a long rest.
- Exploit Weakness: When you attack a creature, you can learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
17th Level
Memory Mastery: Starting at 17th level, your mastery over your own memories becomes unparalleled. You gain the following benefits:
- You can use Changed Memory ability without spending ki points a number of times equal to your Wisdom modifier per long rest.
Enchanted Meditation: When you meditate while touching a creature that knows spells, you can learn 1 cantrip and 2 3rd level spells that the creature knows, or 1 cantrip and 1 4th level spell. You gain 2 spell slots along with the spells. You know the spell(s) until you use the feature again. If you use this feature again, the spell(s) that you learned will be replaced by the spell(s) that you choose.
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