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# Cleric Subclass: Memory Domain Worshipers of the Gods or Goddesses of Memory are known as the record keepers of time and history. One way or another, they are the ones who hold all truths. Their temples serve as a local library or a school for the community they're in. Clerics of Memory are said to be the easiest to find but hardest to remember. Their power is tied to alternating their impressions in the memories of others. A mysterious traveler might exited a shopkeep without anyone noticing or remembering why they were there. ##### Memory Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1 | sanctuary, sleep | | 3 | detect thoughts, gift of gab | | 5 | counterspell, tongues | | 7 | banishment, divination | | 9 | modify memory, seeming | ### Forget Me Not *1st-level Memory Domain feature* Whenever you make a Dexterity (stealth) check or an Intelligence (history) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). Additionally, you never forget any details from your life unless it has been altered by magical means. ### Keeper of Memories *1st-level Memory Domain feature* You learn the *encode thoughts* cantrip. This counts as a cleric cantrip for you, but doesn't count against the number of cantrips you know. In addition, when you cast it. The spell is alterd in the following ways * Your thought strand persists indefinitely. * The maximum number of thought strands you can have at a time is equal to your Wisdom modifier (minimum of 1). ### Channel Divinity: Flavor Memory *2nd-level Memory Domain feature* You can affect a creature's memory of an event that it experienced within the last one minute. As a reaction, choose one Charisma check which happened to a creature you can see within 30 ft. of you. You may choose to add a +10 bonus or a -10 penalty to the roll. If there's no Charisma ability checks made, you choose to alter how pleasant the interaction was to the creature. A flavored memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. \columnbreak ### Dominate Mind *6th-level Memory Domain feature* When you or a creature you can see within 60 feet cast a spell that forces creatures to make an Intelligence or Wisdom saving throw, you can use your reaction to empower the mind-bending aspects of the spell, forcing all affected creatures to make their rolls at disadvantage. Any affected creature that fails its save by 5 or more will temporarily fall under the effect of amnesia. Creatures with amnesia lose memories of random events or vital facts they have learned. They fall under the state of endless delirium. The creatures are incapacitated and have a speed of 0. An amnesic target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the amnesic effect ends. The creature that succeeds its saving throw is immune to amnesia effect for the next 24 hours. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend your use of Channel Divinity to use it again.
> Art Credit: - Jing RedFox
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\pagebreak ### Potent Spellcasting *8th-level Memory Domain feature* You add your Wisdom modifier to the damage you deal with any cleric cantrip. ### Forgotten Ones *17th-level Memory Domain feature* At 17th level, your blessed affinity with mind and memory becomes more potent: * You may cast *invisibility* at will without expending a spell slot. * You cannot be preserved by divination spells or magical means. This includes magical sense like truesight or see invisibility but not natural sense like blindsight or tremorsense. * A creatures with an Intelligence of 12 or lower forget about you when you aren't around unless you want them to remember. A creatures with an Intelligence of 13 or higher can make a History check DC equal to your warlock spell save DC to recall their memories about you. * While standing among friends or foes, you're always nign imperceptible. When a creature uses an ability or a spell that force them to choose multiple creatures of their choice within range, they cannot choose you if there is any creature other than you (unless you allow it). For example, a *slow* spell or a dragon's frightful presence . This does not include an ability or a spell that doesn't require them to choose creatures of their choice, for example, a *fireball* or *hypnotic pattern* spell.
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