Base Class: Rogue
Dream Walkers have mastered the ability to slip through the spaces between the waking mind and the sleeping one. They can observe the dreams of others, enter them physically, and even warp reality to take the form of their own dreamscape. They are agents of fear and terror, coming to their enemies when they are at their most vulnerable. They leave no physical trace on their victims, often making it appear as they have died in their sleep.
One Eye Open
Starting at 3rd level, you can only sleep voluntarily and gain immunity to any effects that would put you to sleep. Additionally, as a bonus action, you can enter the dream of any creature within 30 feet of you. Your physical body enters the dream with you. While inside another creature's dream, you cannot be observed through any normal means unless you wish to be, however, any creatures that can see into the etheral plane can still perceive you. When intentionally revealing your presence, you can alter your form in any way. You can remain in the dream for up to one hour.
Invoke Slumber
When you choose this archetype at 3rd level, you gain the ability to cause creatures to immediately fall asleep. As an action, you can attempt to cause a creature that you touch to fall asleep. Roll your sneak attack dice and multiply the total by four. If the total is greater than the number of hit points your target has, they are put to sleep. If they take damage while asleep, they wake back up. You can use this ability once per short rest.
Dreamscape
Starting at 9th level, you can cast the [spell]dream[spell] once per long rest.
Mental Assault
By 13th level, you have gained the ability to affect a dreamer's true body while inhabiting their dreams. While in the dreams of another creature, you can engage in combat with that creature. Both you and the dreamer take psychic damage equal to the damage dealt while inside the dream.
Manifest Dream
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. As an action, you can manifest a target's worst fears. You can summon any creature of challenge rating 5 or lower. Roll initiative for the creature, which takes its own turns. This creature can only damage its chosen target and follows mental commands given by you (no action required). Any damage this creature deals is psychic damage. This creature dissipates after 1 minute. You can use this ability once per long rest.
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