The Chronicler of Fables

Your patron is a lorekeeper, a creature with the powers to influence fate and destiny. Many who try to beseech power from these beings seek to control their own destiny, only to find themselves puppets to re-enact their patrons desires. Your patron may be a fate-weaver, a historian who has seen millenias gone by, or a storyteller who's fantastical tales are more than simply fiction. While these warlocks may try to use their gift to make themselves the protagonist of their own story, the most powerful amongst them know how to use their power to empower the tales of others.

The Chronicler Expanded Spell-List
Spell LevelSpells
1stHeroism, Identify
3rdFortune's Favor, Locate Object
5thSending, Revivify
7thArcane Eye, Death Ward
9thLegend Lore, Raise Dead

Memento Mori

At 1st level, your patron provides you a symbol of you, an object that chronicles your actions. This symbol, your memento mori, is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Memento Mori table.

d6Memento Mori
1A locket that cycles through the years you have lived.
2A book which writes itself.
3A mirror that reflects your significant events.
4A magic music box.
5A miniature of you that mimics your every move.
6A snow globe that cycles between your joyful memories when shaken.

Infect Other

Also at 1st level, you obtain the ability to attach a part of yourself, in spirit or in flesh, to your foes. When you cast a spell towards an individual creature, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, you attach a part of yourself to them for the next minute, gaining the following benefits;

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

Story Gatherer

At 6th level, you gain proficiency in Intelligence saving throws.

In addition, you can quickly discover someone's backstory. As an action, you can make a Charisma (Persuasion) check contested by a creature's Charisma (Deception) check. You must be able to see and hear the target, and the two of you must share a language.

On a success, you learn two of the following facts of your choice about the creature:

You can't learn facts that the target would not willingly share or has kept a secret. Once you have used this feature on a creature, you can't target that creature again until you finish a long rest.

Plot Armor

At 10th level, you've learned the best stories have the greatest characters. You can use your Memento Mori to reroll an attack roll, saving throw, or ability check of a willing creature you can see within 30 feet of you.

Additionally, whenever you use Memento Mori feature to reroll one of your own rolls, the roll gains one of the following effects.

Once you do so, you can't do so again until you finish a short or long rest.

Deus Ex Machina

At 14th level, you can channel a past exploit to aid you in the present. Whenever you would be the target of a beneficial magical effect or spell or 5th level or lower, you can spend a reaction to store a copy within your Memento Mori.

As a bonus action, you can consume this copy and gain the effects of the copied beneficial effect or spell. This effect lasts for its duration, and doesn't require concentration if it originally did so.

You can only have one copy at any given moment, and once you have consume a copy, you can't use this feature again until you finish a long rest.