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Warlock bound to dying sphinx
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The Living Oubliette

Warlock Otherworldly Patron: Tartuzi, The Eternal Lock

You have entered a pact with Tartuzi, a sphinx who serves as the physical seal on a forgotten Archfey's prison. As she dies, she is offloading the prison's architecture into your mind. You aren't just her servant — you are her replacement.

The Broken Ledger

3rd-level Living Oubliette feature

Your former life as a wizard is a fractured ruin, but the habits remain.

Scholastic Scars

You gain proficiency in Arcana and History.

The Intelligence Core

You use Intelligence instead of Charisma as your spellcasting ability for all Warlock spells and features, including your Spell Save DC and Spell Attack Modifier.

Mnemonic Hemorrhage

When you cast a Warlock spell of 1st level or higher, you can over-channel the stolen memories stored within you. You gain a +2 bonus to either the Spell Save DC or the Spell Attack Roll for that casting. If you do, you immediately take Psychic damage equal to double the spell's level. This damage cannot be reduced or ignored by any means.

Expanded Spells

3rd-level Living Oubliette feature

The following spells are always prepared for you and do not count against your number of spells known.

Warlock Level Spells
1st Shield, Magic Missile
3rd Misty Step, Hold Person
5th Counterspell, Fireball
7th Greater Invisibility, Dimension Door
9th Wall of Force, Modify Memory

Glimpse of the Thousand-Year Rot

3rd-level Living Oubliette feature

As a Bonus Action, you force a creature within 30 feet of you to meet your gaze. Your eyes reflect the decaying eternity of Tartuzi's cell — a sight no living mind was meant to witness.

The target must succeed on a Wisdom saving throw against your Spell Save DC or become Frightened of you until the end of your next turn. While Frightened this way, the creature's AC is reduced by an amount equal to your Intelligence modifier (minimum 1).

You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses on a Long Rest.

Chaotic collection of papers with impossible geometry

Siphon Certainty

6th-level Living Oubliette feature

Tartuzi feeds on the objective truths of others to mend her weakening chains. When a creature you can see within 60 feet of you succeeds on a Saving Throw, you can use your Reaction to force them to reroll. They must use the new roll.

On Success. If the creature fails the second roll, you regain Hit Points equal to the total Psychic damage you have taken from Mnemonic Hemorrhage since the end of your last Long Rest.

On Failure. If the creature still succeeds, you are Blinded until the end of your next turn as the feedback of their certainty burns your retinas.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses on a Long Rest.

The Internal Prisoner

10th-level Living Oubliette feature

Your anatomy is now a complex series of metaphysical tumblers and pins. The prison is no longer something Tartuzi carries — it is something you are.

You gain resistance to Psychic and Poison damage.

The Last Stand

Once per Long Rest, when you drop to 0 Hit Points but are not killed outright, you can choose to activate this feature. The effect lasts for a number of rounds equal to 3, increasing by 1 when you reach 12th level and again at 14th level (maximum 5 rounds). For the duration:

  • You remain at 1 Hit Point and are immune to all damage.
  • You are immune to gaining the Exhaustion condition.
  • You have Advantage on all attack rolls.
  • You deal an extra 2d8 Force damage on all hits.
The Price

When the effect ends, Tartuzi's presence snaps back into her prison, leaving your body ruined. You immediately gain 5 levels of Exhaustion and remain at 1 Hit Point.

The Final Riddle

14th-level Living Oubliette feature

You can force a creature to solve the paradox that keeps Tartuzi bound — an equation with no answer, a lock with no key, a prison that exists by virtue of being impossible.

As an Action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw against your Spell Save DC.

On a Failure. The creature's Intelligence score becomes 1. They are effectively catatonic — unable to cast spells, understand language, or take any Action other than to follow you in a daze. This effect lasts for 1 hour.

The Collapse

When the hour ends, or if the target is reduced to 0 Hit Points while under this effect, they take 10d10 Psychic damage. If this damage kills the target, you immediately regain one expended Warlock Spell Slot.

Once you use this feature, you cannot do so again until you finish a Long Rest.

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