Base Class: Rogue
Sometimes a child is born with an undeniable connection to the realm of Dreams. When such a thing happens, their dreams are more vivid, sometimes scarily so. Their souls are entirely in the Dreamscape rather than with their bodies in the material plane. Some, with training, can move their bodies into the Dreamscape by binding their soul. Physical beings were never meant to enter the Dreamscape, however. If one's physical form is left in the plane of Dreams for long, it will begin to wither away, getting weaker and weaker until the Dream Walker is dead and forever lost.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots
The Dream Walker Spellcasting table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know two 1st-level sorcerer spells of your choice.
The Dream Walker Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a level for which you have a spell slot. Whenever you gain a level in this class, you can replace one of the spells you know with another from the Sorcerer spell list. The new spell must be of a level for which you have spell slots
Spellcasting Ability
Charisma is your spellcasting ability for Sorcerer spells.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Dream Walker Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
2 |
2 |
— |
— |
— |
|
4th |
2 |
2 |
2 |
— |
— |
— |
|
5th |
2 |
3 |
2 |
— |
— |
— |
|
6th |
3 |
3 |
3 |
— |
— |
— |
|
7th |
3 |
4 |
3 |
1 |
— |
— |
|
8th |
3 |
4 |
3 |
1 |
— |
— |
|
9th |
3 |
5 |
3 |
1 |
— |
— |
|
10th |
3 |
5 |
4 |
2 |
— |
— |
|
11th |
4 |
6 |
4 |
2 |
— |
— |
|
12th |
4 |
6 |
4 |
2 |
— |
— |
|
13th |
4 |
6 |
4 |
2 |
1 |
— |
|
14th |
4 |
6 |
4 |
3 |
1 |
— |
|
15th |
4 |
7 |
4 |
3 |
1 |
— |
|
16th |
4 |
7 |
4 |
3 |
2 |
— |
|
17th |
5 |
7 |
4 |
3 |
2 |
— |
|
18th |
5 |
8 |
4 |
3 |
2 |
— |
|
19th |
5 |
9 |
4 |
3 |
3 |
1 |
|
20th |
6 |
10 |
4 |
3 |
3 |
1 |
Dreamscape
At 3rd level, you gain the ability to enter the Dreamscape using concentration, although every 10 minutes you spend there physically will result in a level of exhaustion. You can enter the Dreamscape in combat using action and are invisible to those in the material plane but can be seen with Truesight. You can make a sneak attack on an enemy without having advantage that deals an extra 1d6 of psychic damage, and leave the Dreamscape. If you are damaged, die, or attack you are forced out of the Dreamscape into the plane your physical form was before leaving but in the same space as you were in the Dreamscape.
Phantasmal Hunter
At 9th level you can mark a living soul on the material plane. When marking the target, they make a Wisdom saving throw. On a fail, the next attack on the target has advantage and does and extra 2d10 + Spellcasting Ability Modifier psychic damage. On a success there is no advantage and it does half damage. You can use this ability once per long rest and gain a use at 13th and 17th level. This has no effect on Undead or Constructs.
Weaver of Dreams
At 13th level, you are able to alter dream energy to create a hallucinatory effect against a single creature you can see. Using a turn, you can attempt to charm or frighten depending on the hallucination you choose, or can be used to distract, madden, impress, or trick a creature and requires a Wisdom saving throw, and on a fail spends it's next turn either enchanted or terrified and is incapacitated.The subsequent saving throws to see through the hallucination have disadvantage for a number of turns equal to 1 + Charisma modifier. This ability can be used a number of times equal to your 1 + Charisma modifier per long rest. This has no effect on Undead or Constructs.
Dreamer Summon
At 17th level, you can use an action to summon to pull an undead creature from the Dreamscape. Roll on the table below to determine the creature you manage to summon. It can either fight by your side or complete a task or a course of action you ask of it. You must use concentration to maintain your summon up to 10 minutes. Unknowing creatures and people may act accordingly to seeing the summon, for example, city guard may attack, and citizens would become frightened if felt threatened. The creature fights your initiative and disappears if it is reduced to 0 hit points, your concentration ends, you fall unconscious, or use a bonus action to dispel your summon.
You can use this ability once per long rest.
[roll]1d6[/roll]
1 Shadow
2 Ghast
3 Specter
4 Poltergeist
5 1d4 Wil-'o-Whisps
6 Ghoul
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/14/2020 2:51:20 AM
|
83
|
7
|
1
|
Coming Soon
|
|
|
9/14/2020 2:57:04 AM
|
71
|
1
|
2
|
Coming Soon
|
|
|
10/29/2020 5:09:14 AM
|
78
|
0
|
--
|
Coming Soon
|
|
|
10/29/2020 5:12:53 AM
|
70
|
0
|
--
|
Coming Soon
|
Comments