Ranger
Base Class: Ranger

Through strange circumstances, you have become a Dreamscaper, you have the power to walk on a tightrope between the Dreamscape and the real world, and if you become strong enough, even form a perfect bridge between them. There are many ways to become a Dreamscaper, but all are just as strange as the last, deals with fey, drinking too much warm milk, there are countless options, but with any option, there is rarely the knowledge of what you have done. Heed this warning, the Dreamscape is a wonderous place, where anything can and will happen, but the rules of the Dreamscape don't only effect what was created inside it...

Dream Walk

Starting at level 3, you have awakened the ability to enter the dreams of another person. To use this power, you must be within 10ft of a sleeping creature with an INT score of greater than 3. If the creature is unwilling, you force this creature to make a DC14 WIS save, on failed save, you enter the creature's dreams, if the creature succeeds this save, it becomes immune to this ability for 24 hours. While inside a creature's dreams, you take the form of how that creature would perceive you,  or as a part of the dream. While in a dream, you have no control over the creature or their dream.

While inside a creature's mind, your physical body becomes unconscious and you become unaware of your surroundings. This ability ends if you take an action to end it, if you are killed within the dream, or if your physical body takes damage.

Imagination Bolt

At 3rd level, any ranged weapon attack you make, if you wish, deals psychic damage instead of it's normal damage type, and consumes no ammunition. You can use this feature 5 times per short rest.

Dream Step

Starting at 7th level, as an action, you can physically enter the mind of a friendly creature within 30ft of you. When using this ability, your body disappears completely in a faint golden mist. You enter the mind of a single willing creature, you and that creature can communicate telepathically so long as you remain in it's mind. You may exit the creature's mind at any point you choose as a free action, you may remain in the creature's mind for 10 minutes, or until the creature is killed or knocked unconscious. Upon exiting the creature's mind, you appear in a random empty space within 5ft of the creature. You may use this ability twice per long rest.

While within the creature's mind, any psychic or thunder damage the creature takes is halved, with the other half being taken by you.

Dreamscape Crossover

Starting at 11th level, you gain the ability to pull items from the Dreamscape. As an action, you can reach into the Dreamscape and pull out a non-magical item, this item cannot be larger than 5ft in all dimensions, and cannot weigh more than 300 pounds. This item remains in the real world for up to 10 minutes, or until you dismiss it as a bonus action. You can use this ability once per short rest.

Starting at 11th level, as an action, you can fully enter the Dreamscape, disappearing from your location and entering the Dreamscape, you reappear in your previous location or the nearest empty space to it in 1 minute, or if you leave as an action. You can use this ability once per long rest.

Broken Nightmare

Starting at 15th level, you gain the ability to tear a creature from the Dreamscape into the real world for a moment. As an action, you force a creature you can see within 60ft to make a DC17 WIS save, on failed save, the creature sees what it is most afraid of at the time of this ability, it's fear makes an attack against it appropriate for it, and the creature takes 4d10 psychic damage and becomes frightened for 1d4 rounds. On successful save, the creature takes half the damage, and is not frightened. Sleeping creatures have disadvantage against this save. 

Comments

Posts Quoted:
Reply
Clear All Quotes