Base Class: Rogue
Dreamstriders harness ephemeral power from Fenumion’s dreams, weaving illusions, semi-ethereal motion, and fearsome mind assaults. But many high-tier foes are immune to fear; with these changes, your illusions and dream manipulations still matter, imposing alternative penalties on high-level or fear-immune monsters.
Level 3: Night Terrors
At 3rd level, you invoke unsettling visions of fear in an enemy’s mind.
Frightening Strike. Once on each of your turns, immediately after you deal Sneak Attack damage to a creature, you can force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier, your choice).
- On a failed save, it becomes Frightened of you until the start of your next turn.
- Additionally, the target suffers disadvantage on its next attack roll against you if it relies on sight.
- Usage. You can use Frightening Strike a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Level 3: Slipping the Veil
Dreamshift (Bonus Action). Whenever you take the Cunning Action on your turn, you can become dreamshifted until the start of your next turn. While dreamshifted:
- You can move through other creatures’ spaces as if they were difficult terrain, and you do not provoke opportunity attacks during this movement.
- If you would end your movement in another creature’s space, you’re shunted to the last unoccupied space without taking damage.
- Any attacks made against you before the end of your turn are made at disadvantage.
Level 9: Predator's Edge
Predator’s Edge. You have advantage on attack rolls against creatures that are frightened of you.
Level 9: Soothing Reverie
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Quell Nightmares (Action). As an action, you touch a willing creature (including yourself). Any Frightened effect on it ends immediately.
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Induce Serenity. If the touched creature wasn’t frightened of you, it must make a Wisdom saving throw against your Dreamstrider DC or become Charmed by you for 10 minutes or until you attack it.
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Rejuvenating Calm. Whenever you successfully remove the Frightened condition from a creature using this feature, you gain temporary hit points equal to your Rogue level (minimum of 1).
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Additional Note: You can use Soothing Reverie a number of times equal to your proficiency bonus, regaining uses on a long rest.
Lucid Jaunt
Your mastery of dream-warping movement expands. You flicker across the battlefield, leaving phantasmal terror in your wake.
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Teleportation (Bonus Action). When you use your Cunning Action, you can choose to teleport up to 30 feet to an unoccupied space you can see, rather than moving normally. This teleportation does not provoke opportunity attacks.
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Nightmare Imprint (5-Foot Radius). When you depart the space you left, you leave behind an ephemeral zone of nightmare energy that lingers until the end of your next turn. This imprint occupies a 5 foot radius around where you left, and where you reappear.
- Any creature that starts its turn in or enters the imprint’s area must make a Wisdom saving throw against your Dreamstrider DC.
- On a failed save, it becomes Frightened of you until the end of your next turn (or until it exits the imprint’s area)
- Illusions of it's nightmares swirl around it, imposing disadvantage on its next attack roll.
Usage Limits. You can use Lucid Jaunt a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Rending of Nightmares
Nightmare Rift (Action). Choose up to five creatures within 60 feet that you can see. Each must make a Wisdom saving throw against your Dreamstrider DC.
- On a failed save: The creature's mind is Overwhelmed by nightmares for 1 minute. While Overwhelmed:
- It is Frightened of you.
- Its speed is halved.
- It takes 3d6 psychic damage at the start of each of its turns.
- It repeats the save at the end of each turn when you are not within line of sight, ending the effect on a success
Stunning Horror When a creature fails its Nightmare Rift save by 5 or more, it is Stunned until the start of its next turn.
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