Base Class: Warlock
Warlocks that follow Memory Keepers are focused on manipulating the mind. They take the thoughts and emotions of others and use them to their own advantage. They keep the thoughts and memories of others and keep them for later, possibly nefarious, purposes.
Some Memory Keeper patrons include the Raven Queen, Cyric, Mask, Oghma, Vecna, Wee Jas, Aureon, and many more.
Expanded Spell List
The Memory Keeper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Memory Keeper Expanded Spells
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SPELL LEVEL |
SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
*Denotes a spell from Xanathar's Guide to Everything. The spell in parenthesis replaces the spell from Xanathar's Guide if you do not have the sourcebook. Because of DDB sharing rules, the spells added to the character builder are the ones from the Player's Handbook, not from Xanathar's Guide.
**Denotes a spell from the Player's Handbook that isn't added to the character builder because of DDB sharing rules. These spells are not replaced in the character builder. They are merely not added.
Keeper of Thoughts
Starting at 1st level, you learn the encode thoughts cantrip. This is a warlock cantrip for you and doesn't count against the number of cantrips you can learn. When you cast this spell, the thought strand lasts until you choose to destroy it.
Historian
Starting at 1st level, you have proficiency in history. You can expend a warlock spell slot to gain a bonus to the next history check you make equal to 5 times the slot's level.
Creature Lore
Starting at 1st level, you can spend 10 minutes researching a creature that you have seen. While researching, you can make a history check with a DC equal to the monster's CR. On a successful check, you learn the creature's name, a little bit about it, and one of the following:
- The creature's damage vulnerabilities
- The creature's damage resistances
- The creature's damage immunities
- The creature's condition immunities
You can use this feature only once on a type of creature.
Mind Link
Starting at 6th level, you can force a creature to feel pain. When you hit a humanoid with a weapon attack, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, you establish a link between yourself and the creature. On each of your turns, as a bonus action, you can cause the targeted creature to take psychic damage equal to your proficiency bonus. When you do so, the creature can repeat the save, ending the effect on a success. You must concentrate on the link as if concentrating on a spell. The link lasts for 1 minute or until you stop concentrating. You can use this feature once, and regain the ability to do so when you finish a short or long rest.
Mental Defense
Starting at 10th level, you are immune to being charmed or frightened, and have resistance to psychic damage.
Blow Mind
Starting at 14th level, you can punish those who escape your grasp. When your Mind Link ends because a creature makes its save, you can use your reaction to deal 10d10 psychic damage to the creature targeted by the link. In addition, the creature must make a Wisdom saving throw against your spell save DC or be stunned for 1 round. Once you use this feature, you can't do so again until you finish a short or long rest.







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