Base Class: Rogue
When a deity finds themselves without ability to create life but a desire to do so, hidden method is utilizing the grand thought space to bring life to desire. From this great desire grows a person decorated with the stars and they too hold an undeniable connection to this Magical Realm of Dreams. This anomalous existence can manifest in numerous ways but when discovered, their life will be forever changed. A Dream Weaver is a conjuration of this method that lived or developed roguish lifestyle.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Warlock spell list.
Cantrips
You learn two cantrips and a third at 4th level.
Spell Slots
The Dream Waver Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher.All spells are casted at the highest level available. You regain all expended spell slots when you finish a short rest.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since you learn your spells through a sense of self and connection to the dreamscape. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
Dream Weaver Spellcasting
|
ROGUE LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
Spell Slots |
|
3rd |
2 |
4 |
2 |
|
4th |
3 |
5 |
2 |
|
5th |
3 |
6 |
3 |
|
6th |
3 |
7 |
3 |
|
7th |
3 |
8 |
4 |
|
8th |
3 |
9 |
4 |
|
9th |
3 |
10 |
5 |
|
10th |
3 |
10 |
5 |
|
11th |
3 |
11 |
5 |
|
12th |
3 |
11 |
5 |
|
13th |
3 |
12 |
5 |
|
14th |
3 |
12 |
5 |
|
15th |
3 |
13 |
5 |
|
16th |
3 |
13 |
5 |
|
17th |
3 |
14 |
5 |
|
18th |
3 |
14 |
5 |
|
19th |
3 |
15 |
5 |
|
20th |
3 |
15 |
5 |
Dreamer's Cloak
At 3rd level, awakened Dream Weavers can create a surrounding pocket extending the Astral skin beyond their form in a 5ft space. You can enter the Dreamer's Cloak in combat using an action and you become invisible to those in the material plane but can be seen with Truesight. You can sneak attack on an enemy without advantage that deals an extra 1d6 psychic damage, and leave the Cloak. If you are damaged, die, or attack you are forced out of the Dreamscape into the plane your physical form was before leaving but in the same space as you were in the Dream Cloak.
Phantasmal Hunter
At 9th level you can mark a living soul on the material plane. When marking the target, they make a Wisdom saving throw. On a fail, the next attack on the target has advantage and does and extra 2d10 + Spellcasting Ability Modifier psychic damage. On a success there is no advantage and it does half damage. You can use this ability once per short rest and gain a use at 13th and 17th level. This has no effect on Undead or Constructs.
Weaver of Dreams
At 13th level, you are able to alter dream energy to create a hallucinatory effect against a single creature you can see. Using a turn, you can attempt to charm or frighten depending on the hallucination you choose, or can be used to distract, madden, impress, or trick a creature and requires a Wisdom saving throw, and on a fail spends it's next turn either enchanted or terrified and is incapacitated. The subsequent saving throws to see through the hallucination have disadvantage for a number of turns equal to 1 + Charisma modifier. This ability can be used a number of times equal to your 1 + Charisma modifier per long rest. This has no effect on Undead or Constructs.
Nightmare Summon
At 17th level, you can use an action to summon to pull an nightmare from the Dreamscape. Roll on the table below to determine the creature you manage to summon. It can either fight by your side or complete a task or a course of action you ask of it. You must use concentration to maintain your summon up to 10 minutes. Unknowing creatures and people may act accordingly to seeing the summon, for example, city guard may attack, and citizens would become frightened if felt threatened. The creature fights on your initiative and disappears if it is reduced to 0 hit points, your concentration ends, you fall unconscious, or use a bonus action to dispel your summon.
You can use this ability once per long rest.
[roll]1d6[/roll]
1 Shadow
2 Ghast
3 Specter
4 Poltergeist
5 1d4 Wil-'o-Wisps
6 Ghoul
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