Mnemomancer
Wizards of the School of Mnemomancy wield the magic of memory, capable of being both bastions of knowledge and infiltrators of minds. As a mnemomancer, you augment your own ability to recall knowledge and experiences, while sealing the memories of your foes. As your mastery grows, you gain the ability to vividly experience others’ memories and borrow their capabilities, as well as alter memories as you see fit.
Level 3: Mind Palace
Your memories are magically organized and stored within your mind for near perfect recall. When you make an Intelligence check to recall information or other memories, you can add your proficiency bonus to the check if you wouldn’t normally add your proficiency bonus.
Level 3: Recollection Snag
You can magically search a creature’s memories and seal a facet of its knowledge. As an action, you can expend a spell slot and force a creature you can see within 30 feet of you to make an Intelligence saving throw against your spell save DC. On a failure, you learn if the creature knows any spells or has any prepared and what those spells are, what languages it knows, and what skill and weapon proficiencies it has. You choose a combined number of spells, languages, and proficiencies up to the level of the expended spell slot for the creature to lose for 1 hour. The creature can’t cast any lost spell, benefit from any lost proficiency, or understand, speak, or write any lost language for the duration. As an action on its turn, an affected creature can repeat the saving throw, ending this feature’s effects on itself on a success.
Level 6: Shared Reminiscence
You can borrow memories from others to augment your own abilities. You can perform a 10 minute ritual with a willing creature, remaining within 5 feet of it for the duration. At the end of the ritual, the creature can share any number of the spells it knows or has prepared, any number of languages it knows, and any number of skill and tool proficiencies it has. You choose one of the shared spells, languages, or proficiencies to gain for yourself. The creature can also choose to share a memory that lasted no longer than 10 minutes, which you experience with perfect clarity through the creature’s eyes.
If you choose to gain a cantrip, language, or proficiency, you have it until you use this feature to gain a different one of the same category.
If you choose to gain a spell of 1st level or higher, it counts as being prepared for you, but it doesn’t count against the number of spells you can prepare each day. The combined level of spells you have through this feature can’t exceed half your wizard level (rounded up). If you use this feature to gain a spell that would cause your total to exceed the maximum, you must choose a number of spells gained through this feature to lose until the total is within your maximum.
Each spell you gain using this feature counts as a wizard spell for you until you lose it.
Level 10: Mental Block
You ward your mind against intrusion. You are immune to any effect that would magically sense your emotions, read your thoughts, or cause you to become charmed or frightened.
Level 14: Memory Manipulation
You become able to alter fine details of memories, not just read them. You always have the Modify Memoryspell prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast the spell, you don’t need to provide its verbal components, the target doesn’t have advantage on its saving throw against the spell due to you fighting it, you can telepathically speak to the target to describe how its memories are affected, and the target doesn’t need to understand the language you are speaking for the modified memories to take root.
Additionally, you can cast modify memory without expending a spell slot, as if you had expended the highest level spell slot you have. Once you do, you can’t cast the spell without expending a spell slot again until you finish a long rest.
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