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 aggressive monster; for this reason apostles 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 greatly it strength and potency. The reason for this is not really known, but the change is unusual in the first place, not one in hundred infected gains supernatural powers of any sort, just fall sick, 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, being 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 telepathically, read thoughts, gain understanding where there is none and most notably, use the powers and abilities of other creatures as their own.
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 learn and gather powerful memories and experiences, any challenge just increasing mastery of your power, and bringing you 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, Wisdom 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: Wisdom and Charisma
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, Soothing Memories | 6 |
4th | +2 | Ability Score Improvement | 8 |
5th | +3 | Second Evolution | 10 |
6th | +3 | Mastery over Fleeting Thought | 12 |
7th | +3 | Recalled Strength, Forgotten Arms | 14 |
8th | +3 | Ability Score Improvement | 16 |
9th | +4 | Wielder of Memories | 18 |
10th | +4 | Third Evolution | 20 |
11th | +4 | The Other World, False Memories | 22 |
12th | +4 | Ability Score Improvement | 24 |
13th | +5 | Improved Memories | 26 |
14th | +5 | Well of Power | 28 |
15th | +5 | Fourth Evolution | 30 |
16th | +5 | Ability Score Improvement | 32 |
17th | +6 | Forgotten Existence | 34 |
18th | +6 | Akashic Records | 36 |
19th | +6 | Ability Score Improvement | 38 |
20th | +6 | Fifth Evolution | 40 |
Connection[edit]
Starting at 1st level 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 Wisdom 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 connection does not count against the maximum amount you can maintain. As long as you have this connection, you can communicate telepathically 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 seems to be most useful for the foreseeable future. From the ones you lack proficiency in, pick:
- three weapons or two weapons and a shield
- light, medium 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]
Starting at 2nd level, 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 Wisdom 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 temporary 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 you can touch a creature and try to form a deeper connection with it. The 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 telepathically 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.
Soothing memories[edit]
Also at 3rd level, you can empower pleasant memories of a creature to bolster its resolve. When a creature you have connection to fails a Intelligence, Wisdom or Charisma saving throw, you can use your reaction to expend one monster power and roll a d6 and add it to the total, potentially turning a failure into success.
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.
Second Evolution[edit]
When you reach 5th level, your body undergoes second evolution, remaking it anew to contain all of your new power. You gain the following benefits:
- Your connection can be sustained up to a day now, instead of only 8 hours.
- Your Selective Memory feature allows you to pick three skill and tool proficiencies now instead of two.
- You can peer not only into actual memories of sentient beings, but more conceptual things like magic. If you spend a minute touching an item you can find out its desired purpose and visions of strong memories creatures using this item had with it. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout this minute, you learn which ongoing spells, if any, are currently affecting it.
- Your attacks carry mind-rending energy. When you hit a creature with an attack or deal damage with one of this class' features, you can deal an additional 1d6 psychic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Mastery over Fleeting Thought[edit]
Starting at 6th level, thanks to honing the abilities coming with your evolution, you can within a span of mere moments influence fresh memories of creatures, which let you develop a few handy applications of your powers:
- Imperception
When you deal damage to a creature, you can expend one monster power to momentarily erase the capability of perceiving one creature you have a connection to from the minds that are near it. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.
- Distracting Visions
Using an action you can target a creature within 60 feet of you, expend a monster power and force that creature to make Intelligence saving throw against your monster power DC, as you bombard its psyche with hundreds of random memories. On a failure, it takes your Wisdom modifier of d6 psychic damage and has disadvantage on all attacks until the end of its next turn, or half as much and no other effect on a successful save.
- Overload
Using an action you can expend two monster power to break a connection you formed using Enter Memories feature by overloading it with power. When you do so, the creature's mind is hit by a psychic backlash and all attacks against that creature deal an additional 1d6 psychic damage. The creature makes a Wisdom saving throw against your monster power DC at the end of each of its turns to end the effect on itself.
Recalled Strength[edit]
Starting at 7th level, you can shape your power to mimic and reinforce multitude of different energies, including magic. All of your racial features that have limited uses gain one additional use before you need to rest to use them again, or, in case of casting a spell, an additional time to cast it without expending a spell slot.
Additionally, you can use your bonus action to expend monster power and regain a spent spell slot for the creature you have a connection to, that can't be higher than level 5. The amount of monster power you expend equals the level of spell slot regained. When you do so, you cannot do it again until that creature finishes a long rest.
Forgotten Arms[edit]
Also at 7th level, you can use your bonus action to set a mental blockade in one creature's mind that is within 60 feet of you. That creature cannot make opportunity attacks until the beginning of your next turn, as it forgets it can.
Alternatively, if you expend three monster power as an action you can concentrate for the next minute, as if concentrating on a spell, and force that creature to make an Intelligence saving throw against your monster power DC, as you try to wreck this creature's ability to remember it's own capabilities. On failure target takes a -2 penalty to AC and Dexterity saving throws. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target forgetting the spell's gestures. The creature can repeat the saving throw at the end of each of its turns, ending the above effects on success. Regardless if it succeeds on any of this saves, as long as you retain concentration the target's Speed is halved and it cannot make opportunity attacks.
Wielder of Memories[edit]
At 9th level, though still limited in scope, you are adept enough with your powers to call their probably most potent ability - you can recall your memories and manifest them into reality, wielding them as weapons. As an action you can transform yourself into a Beast or a Humanoid. That form can be any Beast or Humanoid you choose that you had a connection with since at least one long rest, and that has a Challenge Rating equal to or less than your level (or level if the creature has no Challenge Rating). Your game statistics are replaced by the stat block of the chosen Beast, but you retain your alignment, personality, creature type, Hit Points, and Hit Point Dice. You retain your connections, but you cannot use your class' features.
You gain a number of temporary hit points equal to your level in this class. This feature ends early if you lose those temporary hit points. If the creature's statistics are modified by the equipment it was carrying (like the items it was attuned to), you have the same modifications, and if creature could take actions thanks to its equipment (like making attacks with a weapon) you can also copy those actions.
You are limited in the actions you can perform by the anatomy of your new form, and you can't cast spells. Your gear melds into the new form and you can't use or otherwise benefit from any of that equipment. The transformation lasts for an hour or until you dismiss it (no action required).
You can use this feature once, and regain the ability to do so after you finish a long rest. Alternatively you can expend monster power equal to one fourth of the target's Challenge rating or level (minimum of 1).
Third evolution[edit]
At 10th level, your body once again evolves to keep up with your growing power. The connection to your monster parent is undeniable, and your dreams are an indicator of it. You gain the following benefits:
- You can sustain your connection for as long as you finish next long rest instead of one day, and it cannot be broken by being reduced to 0 hit pints.
- Your Selective Memory feature allows you to pick four skill and tool proficiencies now instead of three.
- You can dissipate mental stress you endure amongst those you have connection to, granting you advantage on Wisdom saving throws.
- Your mind-rending attacks become more lethal. When you hit a creature with an attack or deal damage with one of this class' features, you can deal an additional 2d6 psychic damage to that creature now instead of 1d6. Once you deal this damage, you can't use this feature again until the start of your next turn.
The Other World[edit]
Starting at 11th level, your well of power runs deep enough to allow you to anchor yourself to the immaterial world of thoughts, dreams and memories. Through that world you can connect to any living being, the only problem is to find one in it. When you sleep you can enter a trance and enter the dreams of creature you have met or a creature described to you by someone who has met it. If the target is awake when you connect to it, you know it and can either end the trance or wait for the target to sleep, at which point you can enters its dreams. You can communicate with that creature, sharing your memories and words, shaping the landscape to your will, as well as creating a connection with that creature or using your Enter Memories feature without the need of touch. The target recalls the dream perfectly upon waking.
You can also set out to battle and kill your target in their dreams. If you do so, you must expend five monster power to manifest fully within the other world, at which point the creature must make a Wisdom saving throw against your monster power DC. On a failed save, the target gains no benefit from its rest, and it takes 3d6 psychic damage when it wakes up. You can use this feature only once per day.
False Memories[edit]
Also at 11th level, you can try to anchor a more permanent and robust change in a creature's memory than brief images you did up to now. As an action, you can concentrate for the next minute, as if concentrating on a spell, and touch one creature, or target a creature you have a connection to, to make a Wisdom saving throw against your monster power DC. If you are fighting the creature, it has advantage on the save. On a failed save, the target has the charmed condition for one minute. While charmed in this way, the target also has the incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell or effect, this feature ends, and no memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected or use your connection to do it, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the charm ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the charm ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory, and direct confrontation with apparent contradiction to those memories allows the creature to repeat the saving throw once per turn, ending the effect and restoring creature's true memory.
When you use this feature you cannot do so again until you finish a long rest.
Improved Memories[edit]
Starting at 13th level, the impact of your memories grow. Now you can use your Wielder of Memories feature to transform into any creature type, not only Beast and Humanoid. Additionally, at the start of your turn you can decide to use that feature, without expending an action to transform. Finally, when using Forgotten Arms you can pick two creatures to target with the effect instead of one.
Well of Power[edit]
Starting at 14th level, your store of power is deep enough for you to muster up some strength, even if you are completely depleted. When you roll for initiative you regain 4 of your spent Monster Power.
Fourth evolution[edit]
At 15th level, once again your body undergoes an evolution, breaking some limits you as a living creature posses, pushing you ever closer to your monster parent. You gain the following benefits:
- You do not need to eat, drink or breathe to live, and you can use your powers to recall your body to the memory of it's younger version, effectively stopping your aging.
- Your Selective Memory feature allows you to pick five skill and tool proficiencies now instead of four.
- You remember all possible moves your body can take, each limb moving autonomously with those memories, giving you an edge in acting faster in battle. You can add your proficiency modifier to your initiative rolls.
- You can now attune to four magic items instead of three.
Forgotten Existence[edit]
Starting at 17th level, your conceptual powers can, albeit for a short time, make reality itself forget an event. When a creature you have a connection to takes damage, you can use your reaction to expend five monster power and reduce the damage to zero. You can use this feature twice, and regain all spent uses when you finish a long rest.
Akashic Records[edit]
Starting at 18th level, you can reach out through your memories to your monster parent to access the Records - the collective remembrance of all that was. Connecting to such infinite in scope power makes your own connections more durable and potent. Each creature you have a connection to gains a +1 bonus to their AC, and you gain bonus to all your saving throws equal to the number of connections you have.
Fifth Evolution[edit]
At 20th level, your body undergoes its final evolution. All your powers have manifested, and your connection to The Memory is at its peak. You gain the following benefits:
- Your Wisdom score increases by 2, as well as the maximum for this score.
- Your Wielder of Memories feature now grants you two times your level in this class temporary hit points when you transform.
- Your blows erase the very minds of your enemies. When you hit a creature with an attack or deal damage with one of this class' features, you can deal an additional 3d6 psychic damage to that creature now instead of 2d6. Once you deal this damage, you can't use this feature again until the start of your next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Spawn of The Memory class, you must meet these prerequisites: 13 Constitution, 13 Wisdom, and you must be infected by the fourth Apostle, its spawn or its chosen. Without being infected you cannot take levels in this class.
Proficiencies. When you multiclass into the Spawn of The Memory class, you gain the following proficiencies: None
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