Base Class: Warlock
The Keeper was once a sorcerer blessed with magic by the goddess of knowledge, Ioun. Over the years he grew his power and his network of followers, and by extension his network of memories, greatly. He had good intentions and performed acts that were revered by many as miracles - allowing the blind to experience sight, the crippled to experience climbing a mountain, and even the grieving to move past negative feelings tied to past experiences. However, his death led to the downfall of his following. Without guidance, many of his followers used these abilities of sharing memories to do things like commit terrible acts in the name of creating experiences, or simply spend all their days living the experiences of others rather than their own. As his followers dwindled so did The Keepers access to memories and they power they hold. But now his soul has been stirred from where ever in the planes it sleeps, and he wishes to return to his former glory.
Compendium
Your patron has given you a magical ledger in which to keep the contracts you forge with others. The Memory Keeper's power continues to grow as more and more names are added. In addition, it allows you to telepathically contact those who have put their name in your book. Names can have one of two different statuses: Interested or Contracted.
Interested: If someone is not committed but you would like to speak with them again, they may add their name in this section. It requires no other action on the part of the signer. Using the Compendium, you may cast Sending a number of times per day equal to your Charisma modifier to contact these individuals.
Contracted: Once someone has agreed to your terms, they will sign their name in this section, thus binding them to the terms of your agreement. This will allow them to access the memories and experiences of others who are also connected to The Memory Keeper. Once per day, you may cast Encode Thoughts and send the thought to someone in this section of the Compendium. The receiver has a chance to respond in a like manner, although it will appear on a blank Compendium page as printed words and pictures.
Expanded Spell List
The Fiend 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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1st |
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2nd |
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3rd |
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4th |
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5th |
Memory Audit
When you take a long rest, you can spend one hour of that time meditating on a memory to store within the Compendium. Once stored, you may view this memory at any time and can share it with others within the Contracted section of the Compendium. Alternatively, you can also use the spell Encode Thoughts to store additional memories.
Board meeting
You may call your acquaintances together to pick their collective brains when you're out of ideas. As an action, you call your associates together to a mental space removed from reality. While in this space, those who are contracted appear in a spectral form and may speak freely, while those interested appear as motes of light and can only communicate simple ideas and feelings. You have the ability to ask the board up to three questions which can be answered by any person present, and can get input from more than one source. How much information they give depends on the personalities and positions of those involved. Although they cannot outright lie they can omit or avoid truths, give misleading information, or still be otherwise unhelpful if they choose.
Once the meeting is finished, you may choose one skill, tool, instrument, weapon, or language and become proficient in it until you use this skill again. However, the ability you choose must be something that someone in your Compendium knows. You may use this feature once per long rest.
Siphon Memory
At 10th level, you can attempt to forcefully steal a piece of a creature's memory. Choose what sort of memory you would want to steal from the target creature. That creature must succeed on a Wisdom saving throw against your spell save DC. On a failure, you temporarily acquire the target memory and the target suffers effects accordingly. Regardless of what kind of memory you steal, the creature also takes 3d6 psychic damage. On a success, the target maintains their memory and takes half as much damage, suffering other effects accordingly.
- Skill. You target some skill or ability the creature has such as how to use a weapon, how to cast certain spells, or one of their proficient skills. If successful, the creature looses any proficiency bonuses associated with that skill, and has disadvantage on attack rolls and ability checks for 1 minute. On a successful save they do not loose their bonus and only have disadvantage for 1 round.
- Time. You target a specific time period or event in the creature's life, and take snippets of memory from that time. It can be something highly specific like "The first time they went to Baldur's Gate" or something more general like "their happiest moment". On a failed save the target is incapacitated for 1 minute, and may repeat their saving throw at the end of their turn to end the effect. On a successful save the target suffers no other effects.
- Item/Person. You target the creature's memories of a specific item or person. On a failed save, they loose the ability to clearly recall information about the target for 1 hour. In addition, you gain advantage on ability checks related to finding information on the target item/person.
Conduit of Knowledge
Starting at 14th level, you may tap into the network of knowledge and experience of your patron to enter an elevated mental state. Using a bonus action, you designate a point you can see and gain a detailed view of everything within 30ft. of that point. This aura lasts for 1 minute, and while active, you have a number of reactions equal to your proficiency bonus and may use them to affect creatures within the radius of your vision in the following ways:
- Grant an ally advantage on an attack roll or saving throw. You may grant this after the result of the first roll is known.
- Reduce the damage of an attack or spell by 1d10 plus your spellcasting modifier.
- Grant a creature half cover until they move more than 5ft.
You cannot cast any spells that require concentration while using this ability. Additionally, after using this ability you must succeed on a DC 15 Constitution saving throw. On a failure, you gain one point of exhaustion. If you use this ability more than once between long rests, the DC increases by 2 each time and you have disadvantage on the Constitution saving throw.
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