Rogue
Base Class: Rogue

For a memory thief, ideas and mental constructs are as valuable as gold. You serve to infiltrate the minds of others in an effort to gain valuable information using their thoughts and dreams. In many cases, a memory thief will aim to sculpt their target's mind to fit their own agenda, slipping away into the shadows as if nobody remembers they were there.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: encode thoughts and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Memory Thief Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment spells on the wizard spell list.

The Spells Known column of the Memory Thief Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Memory Thief Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Psychic Intrusion

Starting at 3rd level, you can use an action, or the bonus action granted by your Cunning Action, to manipulate thought strands created with the encode thoughts in unique ways:

  • You can send a thought strand created by you to its original mind.
  • Alternatively, you can send that thought strand to the mind of any creature you can see within 30 feet. An unwilling creature must make an Intelligence saving throw. On a success, the thought strand immediately returns to its original mind. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected, and the thought strand immediately returns to its original mind.
  • You can manifest a thought strand into a solid, thin ribbon of silk, 3 feet in length. When you do so, choose a language you know. Whatever memory, idea, or message the thought strand contains is permanently etched into the ribbon in the language chosen, and you can choose for the message to be written in thieves' cant. Once manifested, it is no longer magical in nature and can never return to its previous state.
  • You can use your sneak attack to destroy a thought strand. Doing so does not require you to make an attack roll. A destroyed thought strand is illegible, cannot be modified, and is no longer affected by any effects previously used to modify it. A destroyed thought strand returns to its original mind at the beginning of that creature's turn. When it does, the creature takes psychic damage equal to your sneak attack dice as the shredded fragments rip turmoil into the mind of the creature.

When a thought strand enters a mind, that creature remembers the contents of the thought strand as if it happened from their perspective, but the memory fades after a number of days equal to 1d4 + your Intelligence modifier. If sent to a different mind, destroyed, or manifested, the original mind forgets the contents of the thought strand for a number of days equal to 1d4 + your Intelligence modifier.

You can manipulate thought strands a number of times equal to your Intelligence modifier, but sending a thought strand to its original mind does not count against the number of manipulations you can perform. You regain all uses upon a long rest.

Architect of Thought

Starting at 9th level, you have mastered the fundamentals necessary to alter thought strands. The thought strands you create using encode thoughts can be targeted by enchantment spells cast by you or your allies. When a creature targets a thought strand with an enchantment spell, the thought strand must be the only target, and area of effect spells targeting the thought strand affect only the thought strand.

When a thought strand enters a mind, the creature immediately suffers the effects of all enchantments affecting the thought strand in the order that they were cast. If an enchantment requires the creature to make a saving throw, the saving throw is made with disadvantage.

Mind Rot

At 13th level, you can exploit the exposure of a creature's inhibitions. You have advantage on Charisma (Intimidation) checks against creatures with an exposed thought strand. In addition, at the start of each of the creature's turns you can force it to make a Constitution saving throw against your spell save DC. On a failed save, it takes 1d6 psychic damage for each exposed thought strand that originated from its mind.

Mind Sculptor

At 17th level, you gain the ability to cast modify memory as a 9th-level spell without requiring a spell slot and without concentration. When you cast it this way, you must target a thought strand. Additionally, you must be able to speak, but you do not need to be heard (such as by silently moving your lips). When the thought strand enters a creatures mind, the creature must make a Wisdom saving throw. On a successful save, the creature receives the thought strand with its original contents, unmodified by the spell. If the creature does not understand the language used to modify the thought strand, it succeeds the save automatically. On a failed save, it receives the modified thought strand. When the modified thought strand enters a mind, that creature remembers the new contents of the thought strand as if it happened from their perspective, and the memory never fades. If sent to a different mind, destroyed, or manifested, the original mind forgets the contents of the thought strand forever.

Once you use this feature, you can't use it again until you finish a long rest.

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