Memory Thief

Medium humanoid (any), any non-good

Armor Class 15 (studded leather)
Hit Points 71 (13d8 + 13)
Speed 30 ft.

10 (+0) 16 (+3) 13 (+1) 12 (+1) 11 (+0) 18 (+4)

Saving Throws Dex +5, Cha +6
Skills Arcana +3, Stealth +5
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish, Umbral
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Sunlight Sensitivity. While in sunlight, the memory thief has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
  • Unseelie Blessing. The memory thief has advantage on saving throws against being charmed, and magic can’t put them to sleep.


  • Multiattack. The memory thief makes two Shortsword attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Stolen Spell. The memory thief casts a spell it has stolen, using its Perfect Copy reaction, by making an Intelligence (Arcana) check with advantage (DC equal to 10 + the level of the spell). The memory thief retains the spell on a failed check. Their innate spellcasting ability score is Charisma (save DC 14, +6 to hit with spell attacks).


  • Steal Memory. The memory thief attempts to steal a memory from one creature they can see within 60 feet. The target must succeed on a DC 15 Constitution saving throw, or it temporarily loses one precious memory. The target has disadvantage on attack rolls, ability checks, or saving throws (memory thief’s choice) until the end of its next turn. If the target is a spellcaster that fails the saving throw by 5 or more, it loses one random spell slot of 3rd level or lower until it finishes a long rest.


  • Perfect Copy. Immediately after a creature casts a spell that targets the memory thief or includes them in its area of effect, the memory thief can force the creature to make a DC 15 saving throw with its spellcasting ability modifier. On a failed save, the memory thief negates the spell’s effects and steals the knowledge of the spell. The memory thief knows the spell and can cast it using the Stolen Spell action. The memory thief forgets the spell after they cast it or after 8 hours have passed. They can only retain one spell at a time using this ability. The target can’t cast a stolen spells until it finishes a long rest.


Someone in black leather crouches over the head of an unconscious creature. She is making an arcane gesture with one hand, and a strange purple smoke spirals from the unconscious creature into the thief’s hand.

Blessed by shadow fey, hags, or other magical creatures, memory thieves are humanoids who are trained in the art of magically capturing the memories and knowledge of other creatures.

Headhunters. The art of stealing memories first originated in the Shadow Realm in response to the shadow fey’s demand for distilled emotions and experiences. While many fey would claim they bargain fairly for the memories they enjoy, the black market for their wares continues to thrive.

Trade Network. While memory thieves have perfected the art of stealing memories, they rely on others to refine and store their acquisitions, to package and sell them. For this reason, memory thieves are almost always in the employ of a shadow fey, hag, enchanter, or other capable spellcaster with the proper tools to distill memories.

Section 15: Copyright Notice

Book of Ebon Tides © 2022 Open Design LLC; Authors: Wolfgang Baur, Celeste Conowitch.

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