Memory Warden (5e Class)

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Memory Warden[edit]

In a world where the echoes of war still linger, the Memory Wardens stand as vigilant protectors of stories and emotions. These formidable warriors, inspired by the legendary soldier known as the “Battle Maiden,” combine martial prowess with the art of memory preservation. With their keen combat skills and mastery of various weapons, Memory Wardens excel in the heat of battle, using their abilities to incapacitate foes and protect allies.

Creating Memory Warden[edit]

Quick Build

You can make a Memory Warden quickly by following these suggestions. First, Strenght & Dexterity should be your highest ability score, followed by Wisdom.

Class Features

As a Memory Warden you gain the following class features.

Hit Points

Hit Dice: 1d10 per Memory Warden level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Memory Warden level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Memory Warden

Level Proficiency
Bonus
Features Memory Points
1st +2 Memory Points, Master Combatant, Martial Arts Training 4 Points
2nd +2 Fighting Style 8 Points
3rd +2 Memory Mastery 12 Points
4th +2 Ability Score Improvement 16 Points
5th +3 Extra Attack, Martial Arts Training 20 Points
6th +3 Remembrance of Memory 24 Points
7th +3 Emotionally Driven 28 Points
8th +3 Ability Score Improvement 32 Points
9th +4 36 Points
10th +4 Echo of The Past 40 Points
11th +4 Martial Arts Training 44 Points
12th +4 Ability Score Improvement 48 Points
13th +5 Everlasting Memory 52 Points
14th +5 56 Points
15th +5 Soul of The Warden 60 Points
16th +5 Ability Score Improvement, In Memories We Return 64 Points
17th +6 Martial Arts Training 68 Points
18th +6 72 Points
19th +6 Ability Score Improvement 76 Points
20th +6 Witchcraft 80 Points

Memory Points[edit]

You gain a pool of Memory Points base on the table. You can spend these points to activate special abilities or enhance your combat effectiveness. You regain all expended Memory Points after a long rest.

Memory Points are a unique resource that embodies the Memory Warden’s connection to their past experiences, emotions, and the stories they hold dear. These points represent the emotional energy and mental fortitude that a Memory Warden can draw upon in times of need, allowing them to enhance their combat abilities and support their allies in various ways, You regain all expended Memory Points after a long rest..

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Graceful Defense

When a creature hits you with a melee attack, you can use your reaction to add your Wisdom modifier to your AC for that attack(maximum 4 modifier). This represents your ability to read your opponent’s movements and respond with calculated evasion.

Blind Fighting

You gain blind sense out to 10ft

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Master Combatant[edit]

Your training as a soldier grants you superior combat abilities. At level 1 you gain proficiency in all weapon types and add your proficiency bonus to damage rolls with any weapon you wield.

Martial Arts Training[edit]

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and martial arts weapons. You can also roll a d4 in place of the normal damage of your unarmed strike or martial arts weapon. This die increases as you gain levels in this class, as shown in the Martial Arts Damage table.

1st Level d4

5th Level d6

11th Level d8

17th Level d10

Memo Mastery[edit]

At 3rd Level, with Amazing Combat Style Memory Warden can Add Intelligence Modifier to hit enemy, and when Memory Warden Land Critical, it Recharge 5 Memory Points

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Together We Shall Pass[edit]

At 6th level, As an action you gain the ability to channel the emotions tied to your memories to empower yourself by consuming 4 Memory Points. You gain one additional action up to 10 turn and you have advantage on all Intelligence checks and saving throws during this time, reflecting your heightened mental acuity as you draw on the strength of your memories.

Emotionally Driven[edit]

At level 7 You learn to harness the weight of your memories, drawing strength from the emotions they evoke. You can spend 5 Memory Points to gain the following benefits for the next minute

Echoing Pain: Your unarmed strikes and martial arts weapon attacks deal an additional 4d6 psychic damage. This damage represents the burden of your memories and the emotional scars they leave behind.

However, as you tap into these emotions, you expose yourself to their negative effects. Emotional Vulnerability: While this ability is active, you have disadvantage on saving throws against being frightened or charmed. The intensity of your emotions can leave you vulnerable, similar to struggles with her own emotional experiences and connections to others.

Memory's Toll: At the end of the duration, you suffer psychic damage equal to your Wisdom modifier (minimum of 1). This damage reflects the mental strain of revisiting painful memories.

Echo of The Past[edit]

At 10th level as an action with spending 20 Memory points the Memory Warden gains the ability to feel the Echo of the Past until long rest, allowing them to connect with the emotions and memories of those around them, both allies and foes. This connection provides unique insights and powerful enhancements in combat and support and gain this effect.

  • Gain 30ft movement
  • Critical Threat Reduce by 4
  • Gain 2 hit to modifier of unarmed strike and martial arts

Everlasting Memory[edit]

At 13th level, your presence and emotional resonance become almost otherworldly. Once per long rest, when you are on the edge of death(like losing head or instantly feel death position) you feel a gap of memory that is lacking in your life, you can spend 10 Memory Points to drop to 1 hit point instead recover your severed wounds and restore half of your hitpoints.

Soul of The Warden[edit]

At 15th level, you become an embodiment of the Auto Memory Dolls' resolve. You can spend 4 Memory Points to enter a state of heightened emotional and physical strength for 1 minute. While in this state, you gain the following benefits:

  • You have advantage on all Dexterity-based ability checks and saving throws.
  • You add your Intelligence modifier to damage rolls made with any weapon.
  • You have resistance to psychic damage, representing your mental fortitude.

In Memories We Return[edit]

At 16th level, the presence of your old friends and the weight of your past memories cut deep into your heart, awakening a surge of emotional power. As an actions spending 5 Memory points, you can tap into this reservoir of memories to unleash a powerful buff.

Memories Vanish

You can Teleport around 90ft you can see and when it landed around 10ft enemies it will damage 6d8


Memories Remembrance

You gain powerfull Mark when hitting creature this skill can stacked like Divine Smite 5E after succesfull hit the marked creature cant cast spell and deals 6d8 for two turn.

Grace of Memories

You gain Gracefull Memories that can defense the damage you gain from enemies being half until 1 hour but you must extend memories point by 5

Witchcraft[edit]

At 20th level, you gain the ability to harness the power of memories and emotions to manipulate the battlefield. By spending Memory Points, you can evoke deep emotional connections, sharpen your combat prowess, or unravel your foes' mental fortitude. Choose one of the following effects when you use Witchcraft:

Unbreakable Connection By spending 10 Memory Points, you create an unbreakable emotional bond that grants elemental immunity. You can select one damage type except psychic. You can gain immunity or select one your ally to gain immunity to the selected damage type for until long rest. This connection reflects your ability to protect those you care about, drawing upon shared memories to shield them from harm.

Final Farewell You channel all of your emotional power into a devastating attack, pouring every memory, every feeling, into one final, decisive blow. By spending 12 Memory Points, you unleash a strike that channels every ounce of your emotional strength into one devastating attack, dealing 25d8 damage to a single target within 60 feet and automatically hit. You can choose between psychic, radiant, or slashing damage, depending on how you wish to manifest the emotions tied to your memories. This attack represents the full weight of your emotions and memories.

After the attack resolves, the Memory Warden pays a heavy price

You take 10d6 psychic damage, reflecting the emotional strain and mental toll from channeling such immense power.
You gain disadvantage on skills checks until 1 hour.

List of Memory[edit]

As Memory Warden, you choose the List of Memory, a guardian of memories and emotions. This subclass emphasizes the power of connection and the ability to evoke profound feelings through your actions.

Puppet of Memories[edit]

Heartfelt Connection[edit]

at 3rd level You gain the ability to forge deep emotional bonds with those you interact with. When you use 4 Memory Points to heal an ally, you can restore 3d8 + your Intelligence modifier hit points to that ally. Additionally, you can remove one debuff affecting that ally (such as being frightened, charmed, or etc). This ability reflects your capacity to uplift others and cleanse their emotional burdens through your profound connection.

Memory Manifestation[edit]

At level 6, By spending 6 Memory Points, you release a surge of overwhelming memories in a 20-foot radius centered on yourself. All enemies in the area must make a Wisdom saving throw against DC 18 + your wisdom modifier. On a failed save, you can choose one of the following effects for 1 minute:

  • Blinded and Deafened
  • Paralyzed
  • Frightened of you
Puppet Sense[edit]

At 10th level, you develop an extraordinary ability to read the emotions of others and understand the deeper meanings behind their words and actions. Much like a Memory Doll, you become attuned to the subtleties of human behavior and emotion.

  • Heartfelt Understanding: You are able to sense the true feelings behind a person’s words, even when they are being deceptive or guarded. Whenever a creature attempts to deceive you through Charisma (Deception), you have advantage on your Insight checks to detect the lie, as you pick up on subtle emotional cues that others might miss.
  • Empathetic Bond: Once per short or long rest, when you witness an ally fall to 0 hit points within 30 feet of you, your emotional connection with them empowers you to react immediately. You can grant that ally advantage on their next death saving throw.
  • Enhanced Initiative: Your emotional attunement allows you to sense the intensity and intent of enemies before they strike. You gain a bonus to your initiative rolls equal to your Wisdom or Intelligence modifier (your choice), as your heightened perception enables you to react faster than your opponents.
  • Emotionally Charged Reflexes: Your awareness allows you to react quickly to danger. You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. You cannot be surprised while you are conscious, as your sensitivity to the emotional state of others allows you to detect ambushes or sudden danger.
Memories That Your Already Provided[edit]

At level 14 You have mastered the art of connecting with others through the memories you hold. When an ally within 30 feet of you is reduced to 0 hit points, you can spend 15 Memory Points as a reaction to restore them to half their hit point maximum. Additionally, for the next minute and when the Memories Gone the ally you choosen back to death saving throw state this ability can use once for long rest.

Final Memory[edit]

At 20th level, you unlock the ultimate power of your emotional memories, channeling them into an unstoppable force to fuel your combat prowess. By spending 10 Memory Points, you can empower yourself for 1 minute. While empowered, you gain the following benefits:

Witchcraft Mastery: You can use any of your Witchcraft abilities that require Memory Points without spending any points for the duration.

Empowered Strikes: Your weapon attacks or spells deal an additional 5d10 damage (choose between psychic, radiant, or slashing) on a hit.

Heightened Agility: Your speed increases by 30 feet, and you gain advantage on all Dexterity-based checks and saving throws.

Emotional Resilience: You gain resistance to all damage, as your emotional fortitude shields you from harm.

Warden of Echoes[edit]

Echo of Resilience[edit]

At 3rd level, you gain the ability to summon echoes of your own past experiences to bolster your defenses. Once per short or long rest, when you are reduced to 0 hit points, you can instead drop to 1 hit point and immediately gain temporary hit points equal to 2d10 + your Intelligence modifier. The echo of a past moment of strength sustains you.

Additionally, by spending 3 Memory Points, you can give yourself or an ally within 30 feet the same temporary hit points as an action.

Echoing Strike[edit]

At 6th level, you learn to call upon the echoes of your past strikes to enhance your attacks. By spending 4 Memory Points when you make a weapon or spell attack, you summon an echo that repeats the action. You can make a second attack as part of the same action, dealing 2d8 psychic damage in addition to the normal damage.

If the echo hits, it reverberates through time, causing the target to make a Wisdom saving throw against your Witchcraft save DC. On a failed save, the target is stunned until the start of your next turn.

Temporal Awareness[edit]

At 10th level, your connection to the echoes of time grants you enhanced perception and reflexes. You gain the following benefits:

  • Precognitive Reflexes: You have advantage on Dexterity saving throws and cannot be surprised while conscious, as you see echoes of possible futures.
  • Echoed Agility: Once per long rest, you can take an additional action on your turn, as you tap into an echo of a previous swift movement or attack.
  • Temporal Displacement: You can spend 5 Memory Points to gain the effects of the Blur spell for 1 minute, making it harder for enemies to land attacks on you.
Echo of Devastation[edit]

At 14th level, you can summon an echo from a moment of overwhelming destruction to devastate your enemies. By spending 8 Memory Points, you can create a powerful echo that explodes in a 20-foot radius centered on a point within 60 feet of you. All creatures in the area must make a Dexterity saving throw against your Witchcraft save DC. On a failed save, creatures take 8d10 psychic damage and are blinded for 1 minute. On a successful save, they take half damage and are not blinded.

You can use this ability once per long rest.

Final Echo[edit]

At 20th level, you gain mastery over the echoes of time itself. By spending 12 Memory Points, you can summon a devastating final echo that warps reality for 1 minute. While this echo is active, you gain the following benefits:

  • Echoing Mastery: Each time you make an attack, an echo of it follows, dealing an additional 4d10 psychic damage to the same or a different target within 30 feet.
  • Temporal Shield: You gain resistance to all damage, as your connection to the echoes of past and future realities shields you from harm.
  • Echo of Speed: You gain an extra action on each of your turns, and your movement speed increases by 40 feet.
Once this ability ends, you cannot regain Memory Points until you complete a long rest, and you gain 2 levels of exhaustion.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Memory Warden class, you must Have 16Intelligence:

Proficiencies. When you multiclass into the sword saint class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons and martial weapons

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