Base Class: Rogue
A common pickpocket can cut a purse or snatch a satchel. A clever thief can scale a wall or crack open a safe. But only a true master of the burglar’s craft can prise apart the bars of a sleeping mind, creep through the maze of idle thoughts and fleeting fantasies, and make off with the rarest treasures of all - dreams and secrets from the vaults of their unwitting mark’s innermost thoughts. These are the subtle arts of the Dreamcatcher, cunning thieves whose lockpicks and crowbars are hypnotic charms and sleeping powders, and who value hidden knowledge and suppressed fears as a common rogue would gold and gemstones. No secret is safe from the Dreamcatcher, for no mind is a fortress proof against their cunning ways, and as daylight rises, a fading dream of a wicked smile shall be the only trace they were ever there.
Induce Sleep
When you choose this archetype at 3rd level, you gain the ability to put creatures to sleep. As an action, you may force a creature within 5 feet of you into a deep slumber. The target must make a Constitution saving throw, falling prone and unconscious on a failed save. The creature has disadvantage on the saving throw: if you are hidden from them, if a creature friendly to you is adjacent to them, or if they are already prone. Only one creature may be put to sleep in this manner at a time.
Induce Sleep save DC = 8 + your proficiency bonus + your Intelligence modifier
This effect lasts 1 minute, unless the creature takes damage or someone uses an action to shake them awake. This ability has no effect on undead or creatures immune to the charmed condition. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on them again until you finish a long rest.
Soothing Sleep
Starting at 3rd level, you learn how to sooth allies into slumber. You gain proficiency in a musical instrument of your choice. During a long rest, you can play this musical instrument to your allies. Friendly creatures who hear your performance recover from an additional level of exhaustion.
Covert Hypnosis
Starting at 9th level, you have developed hypnotic methods to influence sleeping creatures. As an action, you may touch an unconscious creature and immediately learn its deepest fears.
Additionally, you can apply one of the following effects:
• You can cast suggestion targeting the creature, with the spell’s effects beginning either when the creature awakens or upon hearing a word or phrase of your choice. Casting suggestion in this way does not require your concentration, and does not consume a spell slot or require components.
• You can pry into the creature’s subconscious, asking it three questions to which it must answer truthfully.
You can use this feature a number of times equal to your proficiency bonus and you regain expended uses when you finish a long rest. The same creature cannot be targeted again by this feature if the effects of suggestion are yet to occur or within 10 days.
Sleepless Nature
At 13th level, you have moved beyond the need for sleep. You gain the following benefits:
- You gain the benefits of a long rest by doing 4 hours of light activity.
- You cannot be put to sleep against your will, although you can still be knocked unconscious.
- When you force a creature to sleep with your Induce Sleep feature, you can give them a level of exhaustion and extend the duration from 1 minute to 1 hour.
Dream Delve
By 17th level, your enigmatic techniques grant you passage through the dreamscapes of sleeping creatures. You can perform a 10-minute ritual that allows you and up to five willing creatures of your choice to enter the psyche of a sleeping creature within 60 feet of you, which takes the form of a demiplane that reflects the mind of the target as decided by the DM. Upon entering this demiplane, your corporeal body is sequestered with you, including all the equipment you are currently holding, which you can access as normal within the dreamscape. You remain in the dreamscape until the creature wakes, to a maximum of 1 hour. Creatures that enter this demiplane can leave freely as an action.
While traversing the dreamscape, you gain deep insight into the target’s bonds, personality traits, ideals, and flaws, as well as the ability to perform any of the following actions:
- Make a Dexterity (Sleight of Hand) check to cure the creature of a Madness currently afflicting it, as descibed on page 258 of the Dungeon Master’s Guide. The DC for this ability check is equal to the creature’s Intelligence score.
- Make an Intelligence (Investigation) check to learn a secret, repressed memory, or unknown element of the creature’s past. The DC for this ability check is equal to the creature’s Intelligence score.
- Make a Dexterity (Sleight of Hand) check to affect the target’s memory of an event that it experienced within the last 24 hours that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, or allow the target to recall the event with perfect detail. You can change the target’s memory of certain details of the event, or create a false memory of some entirely different event. The DC for this ability check is equal to the creature’s Intelligence score.
- Make an attack with advantage, treating the target’s Intelligence score as their AC and any damage you deal as psychic.
- You can apply one effect provided by your Covert Hypnosis feature to the target.
While within the mind of a willing creature, you have advantage on attacks and ability checks associated with any of the above actions.
After performing any of these actions, the target may attempt to resist your invasion. To do so, it must succeed on an Intelligence (Arcana) or Wisdom (Insight) check contested by your Intelligence (Arcana) check. If the target succeeds, you are ejected from the demiplane. When you exit the dreamscape, either by choice, by being ejected, being reduced to 0 hit points, or after 1 hour has elapsed, you and any creatures and equipment you brought with you appear within 5 feet of the sleeping creature. If you were reduced to 0 hit points in the dreamscape, you are unconscious and on 0 hit points when you reappear. Once you use this feature, you can’t use it again until you finish a long rest. Additionally, the same creature cannot be targeted again by this feature for 10 days.
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