has an archive of memories from other creatures in their head (or in magic item only they can use)
You have a collection of magically stored memories known as your archive. These memories come from many different creatures, potentially spanning endless generations. Recollector archives can take many forms and are often different for each recollector. If your archive appears as an item, you cannot be disarmed of it, nor can anyone else use the archive.
d6 | Archive Form1 | My archive is stored within an isolated section of my own mind.2 | Memories float around me as faintly glowing orbs or string Others may not necessarily be able to see them.3 | I possess a magic gem or piece of headwear that harbours the memories of my archive.4 | My archive is a collection of vials of silvery fluid, each contains a memory.5 | Each memory is stored within a strand of my hair. These strands cannot fall out and may appear as a different color to the rest of my hair.6 |Holding so many foreign memories can have bizarre effects on a mortal mind. You have developed some quirk as a result.
d6 | Quirk1 | Several of my archived memories have manifested into their own separate personality that occasionally takes control of my body.2 | I constantly hear voices in my head, belonging to those whose memories I hold.3 | Occasionally I will speak in a different accent or language to my own without realising it.4 | When I dream, I relive the memories in my archive.5 |6 |WIP
d6 | Source1 | The memories are an heirloom passed down through many generations of my family. Each generation adds their own memories.2 | The memories are the last remnants of a group of creatures that died out following a massacre or disaster. I keep their memories alive.3 | 4 | 5 |6 |Hit Points
Hit Dice: 1d8Proficiencies
Armor: light armorStarting Equipment
You start with the following items, plus anything provided by your background.Multiclassing
Ability Score Minimum: Intelligence 13The vast collection of knowledge in your possession has given you facility with spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting.
Cantrips. You know two cantrips of your choice from the TBD spell list. You learn additional hunter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Recollector table.
Spell Slots. The Recollector table shows how many spell slots you have to cast your hunter spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your recollector spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the recollector spell list.
The Spells Known column of the Recollector table shows when you learn more recollector spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new recollector spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the recollector spells you know and replace it with another spell from the TBD spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your recollector spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an obstructor spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a recollector spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting. You can cast a recollector spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your recollector spells.
At 1st level, you possess a vast archive of memories from a particular group of creatures, known as your forum.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Your archive is composed of memories of other creatures. These memories grant you knowledge and power.
At 2nd level, you gain two memories of your choice. A list of the available options can be found at the end of class. When you gain certain recollector levels, you gain additional memories of your choice, as shown in the Memories Archived column of the Recollector table.
Additionally, when you gain a level in this class, you can choose one of the marks you possess and replace it with another memory that you could learn at that level.
If a memory has prerequisites, you must meet them to learn it. You can learn the memory at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
make a +1 focus, weapon or tool?
Memory personalities?
Extract memory from someone?
Protection from mental attacks?
Use INT in place of Wis or CHA saves?
At 3rd level, you learn the process of extracting memories and storing them within your archive. Over the course of a minute, you touch a willing creature (this can include yourself) and extract a particular memory lasting no longer than 10 minutes and seal it away within your archive. You can restore the memory at any time by touching the creature again with an action.
While the memory is extracted, the creature cannot recall the events within it, though they may be aware of a missing chunk of memory. Any further attempts to read or alter this memory (such as with the detect thoughts or modify memory spells) will fail, unless a wish spell is used.
This is very situational and maybe a little low level? (perhaps some additional bonus while you possess the memory in this way)
Limited uses (e.g. 1 from each creature)
Starting at 3rd level, when you succeed on a saving throw, you can use a reaction to rapidly memorise the success. Once within the next minute, you can gain advantage on another saving throw that uses the same ability.
How should be limited?
Starting at 3rd level, you can use an action or bonus action to gain proficiency in one skill, tool, weapon, musical instrument or gaming set of your choice. This feature lasts until you use it again.
Already a bunch of extra prof stuff
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
No features
At 6th level, you gain a feature granted by your Forum.
Grant self special extra action based on subclass:
No features
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
No features
At 10th level, you gain a feature granted by your Forum.
Choose one spell of 6th-level or lower from the TBD spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
Additionally, when you gain a level in this class, you can replace the spell from this feature with another obstructor spell of 6th-level or lower.
At higher levels, you gain more obstructor spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Signiture Arcanum when you finish a long rest.
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Choose one spell of 7th-level or lower from the TBD spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
Additionally, when you gain a level in this class, you can replace the spell from this feature with another TBD spell of 7th-level or lower.
At 14th level, you gain a feature granted by your Forum.
Choose one spell of 8th-level or lower from the TBD spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
Additionally, when you gain a level in this class, you can replace the spell from this feature with another TBD spell of 8th-level or lower.
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Choose one spell of 9th-level or lower from the TBD spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
Additionally, when you gain a level in this class, you can replace the spell from this feature with another TBD spell of 9th-level or lower.
no features
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Forum of spellcasters
Grants extra spell stuff
Forum of performers and artisans
Grants tool/weapon bonuses (similar to forge cleric)
Forum of soldiers
Grants extra attack and martial stuff
Potential other subclasses
Outer Realms. mind fuckery stuff
Entertainment. Charm/social stuff
Underground. Criminal/rogue stuff
Singular/Hero. Forum is dominated by one person who can take control for short durations, granting big bonuses to certain actions (as well as excuse to RP as someone else)
Medicine. Extra healing stuff (similar to life cleric or celestial warlock)
Oracle. divination bonuses
Multiverse. forum is made up of alternate versions of yourself (not sure of mechanics)
Your mind harbours one Archive Memory of your choice from the recollector class. Your spellcasting ability for the memory is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the mark has a prerequisite of any kind, you can choose that invocation only if you're an recollector who meets the prerequisite.
Whenever you gain a level, you can replace the memory with another one from the obstructor class.
Starting at 3rd level, you can employ your archived memories to TBD. When you or another creature you can see within 30 feet of you makes an ability check, or a saving throw ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
attacks?
just add adv.
Only for self?
At 20th level, your archive exists in its own demiplane and can survive even without your body. You can also retract your mind into the archive, allowing it to exist without your body if needed.
Can cast resurrection on self X days after death?
Spells restoring life have no material components?