Spawn of The Memory (5e Class)
Spawn of The Memory[edit]
“ | From me is history born.
Through me is adaptation achieved. Through my records, does evolution begin. I am God's insight. The forbidden knowledge. The longest Memory. I understand. |
” |
—The Memory |
Infected by the higher Power[edit]
Avatar of The Memory, art by Weird World |
At the dawn of time existed a powerful diety, that for unknown reasons shattered into twelve parts, twelve siblings born as sets of twins. Still divine in their nature, those beings, called Apostles, started sending their avatars to the mortal planes to further their inexplicable goals through different means. One of which is infection - if the one infected by the Apostle survives the ordeal, it inherits traits of their parent. If not, it mutates into an aggresive monster, for this reason apostoles are called the ancestors of many monster species. The changes that this induces in humans and other sentient races are supernatural at their core, and stable spawns - meaning those which did not lose control and turn into monsters - share similar, light urge to spread that infection further, diluting it strength and potency. The reason for this is not really known, but the change is unusual in the first place, not one in ten infected gains supernatural powers of any sort, just pukes a lot, and from those less than half remain themselves without turning into monsters. Taking into consideration that Apostles rarely come to the mortal planes, and monsters usually kill their prey, stable spawns are quite rare.
The fourth Apostle, also known as The Memory, represents conceptual identity or "Memory" of everything in the universe, pathways leading to things, their reason for existence and their workings. While her twin the 3rd covers the form of matter, the 4th maintains, documents, and stimulates the "essence" of all matter, benig able to connect to it, and therefore connect to any and all being and its power in existence. Spawns and monsters of 4th are exceedingly rare and enormously potent, working with concepts, thoughts, feelings, memories and other immaterial things. They have unique ability to connect to others and use that connection, to communicate telephatically, read thoughts, gain understanding where there is none and most notably, use the powers and abilities of other creatures as their own.
represent the concepts of form nad change of all matter, and seems to have perfect and unlimited powers of shapeshifting, which in part transfers to its spawns. Its, and therfore its spawns, power is astonishingly versatile, allowing for changing into different forms and body configurations, morphing and returning to the original form. Therfore, spawns of the Body tend to be hard to kill and pin down, as their forms, even when taking damage just return to the previous, undamaged configuration. On the other hand, sturdy and hard forms are less flexible and take longer to morph into and out of, so most of the time spawns are easy to harm, as they are by choice not as durable as they could theoretically be.
Creating a Spawn of The Memory[edit]
Before you make a spawn of the Memory, ask yourself the following questions:
- What was the event in which you were infected? How did it impact your life and psyche?
- What do you think about your change? Do you feel like you are not a human anymore? Are you scared or thrilled by it?
- What is your affinity with The Memory? Is it an unknown thing to you, or did you and your people worship the twelve Apostles beforehand?
- How do you plan to use your powers? Are you going to further your own goals, or are you going to be selfless in their use?
- You change constantly, each obstacle and problem you overcome making you stronger, and closer to your monster parent. Are you actively pursuing this affinity, or is it something that comes alongside your adventures? Are you anxious about it, or do you welcome this inhuman change with open arms?
- Quick Build
You can make a Spawn of The Memory quickly by following these suggestions. First, Strength/Dexterity should be your highest ability score, followed by Constitution. Second, choose the Sage background.
Class Features
As a Spawn of The Memory you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Spawn of The Memory level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spawn of The Memory level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength and Dexterity
Skills: None
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two melee weapons or (b) one melee weapon and shield
- (a) one ranged weapon and 20 arrows or crossbow bolts or (b) five weapons with thrown property
- (a) leather armor or (b) scale mail or (c) chain mail
- (a) dungeoneer's pack or (b) explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Monster Power |
---|---|---|---|
1st | +2 | Connection , Selective Memory | - |
2nd | +2 | Monster Powers, Enter Memories | 4 |
3rd | +2 | Feed on Experiences, Trained Strikes | 6 |
4th | +2 | Ability Score Improvement | 8 |
5th | +3 | Second Evolution | 10 |
6th | +3 | — | 12 |
7th | +3 | — | 14 |
8th | +3 | Ability Score Improvement | 16 |
9th | +4 | — | 18 |
10th | +4 | Third Evolution | 20 |
11th | +4 | — | 22 |
12th | +4 | Ability Score Improvement | 24 |
13th | +5 | — | 26 |
14th | +5 | — | 28 |
15th | +5 | Fourth Evolution | 30 |
16th | +5 | Ability Score Improvement | 32 |
17th | +6 | — | 34 |
18th | +6 | — | 36 |
19th | +6 | Ability Score Improvement | 38 |
20th | +6 | Fifth Evolution | 40 |
Connection[edit]
Starting at 1st level, after you underwent your first evolution and gained the powers from your monster parent. Your power is forming and using connections to any esoteric form of "memory" of reality, but for now you can only use it for intelligent creatures. As a bonus action you can touch a willing creature and form a connection with it. The connection persists until you or your target are reduced to 0 hit points, when you choose to end it (no action required by you) or when 8 hours pass since you made it. You can have up to your Constitution modifier creatures with formed connections at the same time, and when you have more than one connection all the other creatures are additionally connected to each other. You are always considered to have connection to your own body, and this conection does not count against the maximum amount you can maintain. As long as you have this connection, you can communicate telephatically if you are on the same plane of existence. You can share memories, visions, sounds and smells through this connection, meaning you can talk through it, but you and the creature must share a language. If a connection with a creature ends, it cannot be recreated until you finish a short or long rest.
When you see a creature that you have a connection with fails an ability check on a skill you are proficient in, you can use your reaction to give that creature a bonus to the roll equal to your proficiency modifier, as you transmit your experiences to it, helping it succeed.
Selective Memory[edit]
Also starting at 1st level, you find yourself with gaps in your memory, regarding your skills and learned abilities, even your personal history. But thanks to your newfound power you can grab memories, not necessarily yours, and pull them to yourself, filling those gaps with what you seem to be most useful for the forseeable future. From the ones you lack proficiency in, pick:
- three weapons or two weapons and a shield
- light, nedium or heavy armor
- two tools
- two skills
You gain proficiency in weapons, armors, skills and tools you chose. When you finish a long rest you can make new choices, gaining new proficiencies and losing previous ones.
Monster Powers[edit]
Your connection to the Apostle allows you to use powers of its lineage. Some of those powers are trivial to use and expend little of your strength, while others are far more impactful and require a noticeable amount from you. You have a pool of energy, called Monster Power, that fuels some of your abilities. You start knowing three such features: Recollection of Expertise, Mental Fortitude and Battle Measurement. You learn more monster power features as you gain levels in this class. The amount of monster power you have is shown on the Monster Power column on the Spawn of the Memory table. When you finish a long rest you regain all expended Monster Power. If a feature from this class calls for a saving throw, it's DC is equal to 8 + your proficiency modifier + your Constitution modifier.
- Recollection of Expertise
You can scan your memory for any and all useful information at a given topic. As a bonus action you can expend one Monster Power and gain expertise in a skill of your choice in which you are proficient, doubling your proficiency bonus when making any check using that skill. You retain this expertise until you finish a long rest or use this bonus action again.
- Mental Fortitude
Through your connection you can steel the resolve and mental fortitude of creatures, rising their pain threshold. As a bonus action you can expend one Monster Power and roll 1d10 + your level in this class, and one creature that is connected to you gains as much temoprary hit points. Those temporary hit points are lost when your connection to that creature is broken.
- Battle Measurement
Through great effort you can extend your powers at range, and enter memories of your enemies' bodies, quickly gathering its most important strengths and weaknesses. As a bonus action you can expend one Monster Power and target a creature within 60 feet of you. You learn that creature's damage resistances, immunities and vulnerabilities (if any), and which saving throw bonus is highest and lowest for that creature.
Enter Memories[edit]
Starting at 2nd level, you are no longer overwhelmed by connecting to creatures without limiting the access to their mind, allowing you unique opportunities. Using your bonus action when you touch a creature you can try to form a deeper connection with it. Creature makes a Wisdom saving throw against your Monster Power DC, creatures that are incapacitated automatically fail this save. If it succeeds, nothing happens, and you cannot attempt creating another connection with that creature until you finish a short or long rest. The connection persists until you or your target are reduced to 0 hit points, when you choose to end it (no action required by you) or when 8 hours pass since you made it. As long as you have this connection, you can communicate telephatically if you are on the same plane of existence. You can share memories, visions, sounds and smells through this connection, meaning you can talk through it, but you and the creature must share a language. You also learn the surface thoughts of the creature — what is most on its mind in that moment. You can use your bonus action to probe deeper, going through its memories, reasoning and state of mind. It is a long process, taking around as much as the memories you watch took in real time. Your target is unaware of forming the connection until one of the following happens, unless the creature is incapacitated:
- You use your bonus action to probe deeper
- You communicate with the creature using this connection
- The connection is maintained for longer than one hour
If the creature is aware of the connection and isn't incapacitated it can attempt a a Wisdom saving throw against your Monster Power DC at the end of each of its turns, ending the effect on success. If a connection with a creature ends, it cannot be recreated until you finish a short or long rest.
Feed on Experiences[edit]
Starting at 3rd level, when you have access to entire lifetimes connected to you through your connection, you can traverse those masses of experiences and memories, rejuvenating your power in the process. As an action, you can use your connection to a creature to submerge yourself in that creature's mind for a while. If you do so, you regain Monster Power equal to the creature's proficiency bonus. There is no limit to times you can use this feature, but you can only regain a number of Monster Power equal to your level in this class before you finish a long rest, and you cannot regain any Monster Power from the same creature more than once, unless that creature finishes a long rest.
Trained Strikes[edit]
Also at 3rd level, your traversal of many battle experiences gives you a pool of trained, precise patterns of attacks, that you can feed to the body using your powers. Once per turn, when a creature you have connection to hits with an attack, you can increase the damage of that attack by 1d6. You can use this feature your Constitution modifier times, and you regain all spent uses when you finish a long rest, unless you expend one Monster Power to do it again.
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.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Spawn of The Memory class, you must meet these prerequisites: 13 Constitution, 13 Wisdom
Proficiencies. When you multiclass into the Spawn of The Memory class, you gain the following proficiencies: None
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