Base Class: Artificer
Those who turn away from the rigidity of machinery and magic items may turn to being a Dream Tinkerer, those who put their hand in the sands of dreams and form pyramids, or those who rise sculptures of cloud from running rivers. Dream Tinkerers have the power over dreams and thought, being able to influence those under their spell. Often considered taboo, Dream Tinkerers work inside the brain, creating their own machinations without the restrictions of reality and then taking them out of said dreams and making them said reality.
Dream Catcher
At 3rd level, you gain access to a dream catcher, a small trinket that functions as a spell focus for you. During a long rest, in a near sleep like trance, you can create a Sleep Token. A sleep Token has uses at higher levels, and you can have an amount equal to your proficiency bonus created at a time. While carrying a Sleep Token you gain the following benefits.
-You are immune to the charmed or frightened condition
-You can't be knocked unconscious
-Spells or effects that only work when you are asleep or unconscious don't work unless you allow it(ex: Dream, Modify memory)
Dread and Dream
At 3rd level, when you create a Sleep Token, you can create either a Dream Token or a Dread Token. Each grants different bonuses. If a effect requires a save l, it follows your spell DC.
Dread Token
Plucking from your nightmares, a Dread Token appears as a black rigid coin with a crying face on it. While a creature holds a Dread Token, they gain the following benefits:
-Attacks you make against frightened creatures are at advantage
-You have a +5 to your movement speed
-Attacks against you made by charmed creatures deal only half damage
Dream Token
Carrying from the wistful lands of dreams, a Dream Token is a light glass coin with what looks to be moving clouds inside. A creature carrying a Dream Token gains the following benefits:
-Attacks made against Charmed Creatures have advantage
-Creature's making a saving throw against being charmed by you are at disadvantage
-You gain a +5 to your movement speed
- You cannot be knocked unconscious
Dream Machinations
Starting at 5th level, your dreams hold major power over the real world. While holding your dreamcatcher you can expend a Sleep Token to create one of the following effects.
-You create a creature formed from the stuff of dreams or nightmares, you create one creature in a 30ft radius you can see with the Aberration, celestial, Fey,or fiend type with a CR equal to half your Artificer level plus your intelligence modifier(minimum of 1). It acts on your initiative and follows your command, it disappears it a pile of sand after a minute, it does, or it is dismissed as a bonus action.
-You gain a hovering speed equal to your base walking speed
-You form one item that cannot be magical, it lasts for one minute before disappearing into a pile of sand
At 10th level you can create up to two monsters or items, and at 14th level items you create can have the common or uncommon magic type.
Dreamscape
Starting at 9th level, as an action you can teleport into a visible unconscious creature's dream, you control the environment as if by the Hallucinatory Terrain spell, in if you or the creature die in the dream you die in real life, any damage you take in the dreamscape does not transfer to your real body, if the creature tries to wake up during the dreamscape, it must make a contest against your intelligence modifier, if it fails it stays in the dreamscape, on a success both of you wake up and you appear in a safe place 10ft from the creature. A dispel good and evil spell ends the dreamscape. If the creature's body dies while in the dreamscape, the dreamscape ends.
Improved Dream Tokens
At 15th level, while a creature carries a Sleep Token, they gain the extra following effects based on the type of token. While carrying a dread token they gain the following benefits
-Whenever a creature attempts to attack you, they must make a wisdom saving throw or be frightened for a minute, the creature can repeat the saving throw at the end of it's turn, and the creature is immune to this effect if it succeeds, or it is immune to the frightened condition
-Damage you deal with a spell attack deals an extra necrotic damage equal to your half your Artificer level
-You can cast one Illusion or enchantment spell of a level you can cast, you needn't know the spell for it to work
While Carrying a Dream Token you gain the following benefits
-Any creature that attempts to attack you must make a wisdom saving throw or be charmed for one minute, the creature repeats the saving throw on the start of it's turn, and is immune to this ability once it succeeds or it is immune to the charmed condition
-Healing Magic that you or a spellcaster within 10ft of you casts heals for an extra amount equal to twice your intelligence modifier
-You can cast any illusion or enchantment spell of a level you can cast, you needn't know the spell to cast it
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