Base Class: Blood Hunter
Dreamers, a name that brings with it distaste among the common folk, are hunters who delve into the dreamscape. A realm known as the 'Broken Dream', a shadowy dimension born from the deepest fears and nightmares of humanity. Armed with only their wits and unique equipment, these hunters pursue creatures much greater than they. Dreamers stand as guardians at the edge of this nightmare, confronting horrors that threaten to spill over into the waking world, protecting humanity from the terrors lurking just beyond sleep.
Rite of the Dream
When you join this order at 3rd level, you learn the Rite of the Dream as part of your Crimson Rite feature. When you activate the Rite of the Dream, you gain the following benefits:
- The weapon becomes a nimble carving tool in your hands, you may use it for your "Dreamcarver" feature.
- The extra damage dealt by the Rite is slashing.
If when you activate the Rite of the Dream, you also expend an offense material from your "Dreamcarver" feature, you gain the following benefits instead:
- The extra damage dealt by the Rite is dependent on the material gained from your "Dreamcarver" feature.
- The weapon becomes a nimble carving tool in your hands, you may use it for your "Dreamcarver" feature.
- When you hit an non-humanoid creature with a weapon for which the Rite of the Dream is active, you roll an additional hemocraft die when determining the extra damage from the rite.
- While you wield a weapon for which the Rite of the Dream is active, you gain advantage on saving throws against the frightened or charmed condition.
Dreamcarver
Starting at 3rd level, you learn to carve creatures for an edge in combat. While you have a weapon for which you have an active Rite of the Dream in hand, you may carve a non-humanoid creature that has been dead for no longer than 24 hours. A creature can only be carved once. To do so, make a survival check against that monster's challenge rating. On a success, the DM may allow you to gain any combination of 3 materials from offense and defense materials.
Offense materials are of a specific type equal to a damage type that the creature dealt. Defensive materials are of a specific type equal to one of the resistances or immunities that the creature had.
At the end of a long rest, you may expend a Defense material to fix it into one set of armor you possess. Until the end of your next long rest, you have resistance to the type of damage associated with the material.
Hemocraft Modifier: Wisdom
Your chosen Hemocraft modifier is Wisdom.
Eye of Phantasm
Upon reaching 7th level, you learn to press your advantages against greater foes. When you brand a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. Whenever you hit a branded creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, If the branded creature makes any natural weapon attacks while branded, they suffer a penalty to hit equal to your hemocraft modifier.
Improved Dreamcarving
Starting at 11th level, your experience carving has elevated your abilities. As a bonus action, you can sharpen a held weapon; that weapon gains a bonus to hit based off its rarity (Common - None, Uncommon - +1, Rare - +2, Very rare - +3). Every 5 times you miss with the weapon afterwards, the bonus to hit decreases by 1. In addition, while sharpened, your weapon have a bonus to checks to carve a non-humanoid creature, equal to your dexterity modifier. (Sharpening does not require a weapon to deal slashing damage)
Additionally, when you carve a non-humanoid creature, the DM may allow you to gain 1 greater offense or 1 greater defense material instead of the 3 regular offense or defense materials otherwise using the same rules. These materials are expended the same way as the regular materials, however when you fix the greater defense material into an armor set, it instead grants immunity to the specific damage type, and when you active your Rite of the Dream on a weapon, you roll an additional hemocraft die when determining the extra damage from the rite.
Break the Illusion
At 15th level, you learn to channel the chaos of the Dream into your own fighting style. While within 5ft of a creature, you teleport up to 120 feet to an unoccupied space within 5ft of another creature that either you or the original creature can perceive, as you jump into the Broken Dream via that vector, reappearing out of the mind of the exit creature. When you do this, you may cause either of the creatures to make a Wisdom saving throw against your Hemocraft DC. On a failed save, they are frightened of themself for one minute, as shadows of their greatest fears appear in their vision, and take damage equal to one roll of your Hemocraft die at the start of their turns. They may repeat the saving throw at the end of their turns.
The Long Nightmare Hunt
Upon reaching 18th level, fatigue is no obstacle to the determined, and you become an unstoppable force. Despite how far you have come, your journey has only just started. You gain the following features:
Tireless Hunter. As a bonus action, you can give yourself a number of temporary hit points equal to a roll of your Hemocraft die plus your Hemocraft modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Steeled Mind. Your "Dark Augmentation" feature extends to your Intelligence, Wisdom and Charisma saving throws caused by non-humanoid creatures.
Improved Rite of the Dream. You have advantage on attacks against non-humanoid creatures using weapons of which you have an active Rite of the Dream.
Improved Dreamcarving. When you would be reduced to zero hit points, you may expend a greater defense material and drop to 1 hit point instead. Alternatively, if you would be subjected to an effect that would instantly kill you, you may expend a greater defense material and negate the effect.
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