Ranger
Base Class: Ranger

Dream Prowlers use old magics to manipulate the consciousness of their enemies, turning their psyche against them and blurring the line between what is real and what is but a dream. Dream Prowlers have become the stuff of legend with their techniques, garnering household names like Sandman and the Lords of the Dream with their mystical connection to the world of slumber, and their power over the waking minds of others.

When a whole troop of guards is caught sleeping through a shift, or a personal rival of a ranger is plagued with nightmares, those who know the tales know a Lord of Dreams is on the Prowl. One thing the old wives' tales speak truthfully: a Dream Prowler is not to be trifled with.

Dream Prowler Magic

3rd-level Dream Prowler feature

You learn an additional spell when you reach certain levels in this class, as shown in the Dream Prowler Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Dream Prowler Spells
Ranger Level Spell
3rd sleep
5th detect thoughts
9th hypnotic pattern
13th phantasmal killer
17th geas

Vision Beyond the Veil

3rd-level Dream Prowler feature

Through careful meditation, you gain the power to see into the subconscious of others. When you or one of your companions takes a short or long rest, you can enter a dreaming trance, where you remain alert. While in this state, you know the location, alignment, and creature type of all creatures within a number of feet equal to 10 x your ranger level from you. If any creatures within this area are dreaming, you may perceive their dreams as if they were your own.

Additionally, when you make a Wisdom (Insight) check, you can treat a d20 roll of 9 or lower as a 10.

Subconscious Maven

3rd-level Dream Prowler feature

You gain a pool of Dream Dice, which are d4s, equal to your ranger level. Once per turn when you hit a creature with an attack, you may expend a Dream Die, using one of the following abilities:

Painful Memories. Until the end of your next turn, when the target of your attack takes damage, they take additional psychic damage equal to one roll of your Dream Die + your Wisdom modifier. They may take this additional damage only once per turn from creatures other than you.

Demanding Conscience. Until the end of your next turn, when the target of your attack deals damage, the damage is reduced by a number equal to two times a roll of your Dream Die, + your Wisdom modifier.

Listless Thoughts. In the next minute, the first time the target of your attack makes a Wisdom, Intelligence, or Charisma saving throw, you may roll a Dream Die and subtract the number rolled from their saving throw.

At 7th level, your Dream Dice become d6s. At 11th level, they become d8s and, at 15th level, they become d10s.

Tranquil Presence

7th-level Dream Prowler feature

A native to the vast and complex dream realm, your mind is inscrutable. At the beginning of each long rest, you may choose a number of creatures equal to 1 + your Wisdom modifier. These creatures are immune to divination magic, any effect that would discern their thoughts, any magic that would put them to sleep, and the Dream spell for the next 24 hours.

Additionally, as a reaction when you roll a Wisdom, Intelligence, or Charisma saving throw, you may expend a Dream Die and add the number rolled to the saving throw. If you succeed, you may choose another creature you can see within 60 feet, who must make a saving throw of the same type against your ranger spell DC. On a failure, they fall unconscious until another creature uses their action to shake them awake or they take damage. Creatures immune to sleep magic are unaffected by this feature.

Unraveled Psyche

11th-level Dream Prowler feature

Your mind abides is many places at once, constantly sifting through the dreams and minds of your allies and enemies. As a bonus action, or when you cast a ranger spell using your bonus action, you may gain one of the following abilities:

Id. For the next minute, when you add your Dream Die to a damage roll on your turn, you may roll the die twice instead of once. Additionally, when you hit with a weapon attack, you may choose to change the type of damage dealt to psychic damage.

Ego. You shift the physical perception of others, creating difficult terrain, a heavily obscured area, or both in a 30-foot radius sphere centered on yourself, which moves with you and does not affect creatures of your choice. This effect lasts for 1 minute, or until you choose to dispel it (no action required).

Superego. For the next hour, when you make a Wisdom (Insight) check and successfully determine that a creature is lying, you know the inner thoughts and dreams of that creature, as if they had failed a saving throw against the detect thoughts spell. Also during this time, as an action, you may attempt to bend the mind of a creature within 60 feet, forcing it to make an Intelligence, Wisdom, or Charisma saving throw against your ranger spell DC. On a failure, you reduce the Intelligence, Wisdom, or Charisma score (the same ability as the saving throw) of the target by an amount equal to a roll of your Dream Die for the next 24 hours.

You may use this feature a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest. You may also expend a spell slot of 3rd level or higher to gain an additional use of this feature.

Until Dawn Breaks

15th-level Dream Prowler feature

As an action, you can summon dreams and nightmares to the material plane, creating a dark whirlwind of thoughts, desires, and fears that surrounds you in a 60 foot radius sphere. This whirlwind lasts for 10 minutes, with the following effects:

  • Creatures of your choice within the area are blinded.
  • You can see the intentions and desires of all creatures within the area, as if you cast cast the detect thoughts spell upon them.
  • At the beginning of each of your turns, choose one creature within the area, who must make a Wisdom saving throw against your ranger spell DC. On a failure, they are vulnerable to psychic damage until the end of their next turn.

You may use this feature once, and regain your use after a long rest. Additionally, you may expend a spell slot of 4th level or higher to gain an additional use of this feature.

Previous Versions

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11/10/2022 3:21:25 AM
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