Base Class: Blood Hunter
The Order of the Oneiroi employ the three spirits of dreams, illusions, and nightmares: Morpheus, Phantasos, and Phobetor. Instead of taking on their prey directly, they rely on ambushing and subterfuge. Additionally, they study the dreams and thoughts of those that they haunt to create even more horrifying nightmares that can dishearten even the most self-possessed of creatures.
Rite of the Phantasm
When you join this order at 3rd level, you learn the Rite of the Phantasm esoteric rite (detailed below).
Rite of the Phantasm. Your rite damage is psychic damage. While the rite is active, you gain the following benefits:
- You can take the Hide action as a bonus action on your turn.
- You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
- Your weapon deals one additional hemocraft die of rite damage when you hit a creature that has truesight, is immune to being frightened, or is immune to being put to sleep from magical means.
Rite of the Phantasm
Your rite damage is psychic damage. While the rite is active, you gain the following benefits:
- You can take the Hide action as a bonus action on your turn.
- You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
- Your weapon deals one additional hemocraft die of rite damage when you hit a creature that has truesight, is immune to being frightened, or is immune to being put to sleep from magical means.
Night Stalker
Also at 3rd, level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Additionally, you no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Unbending Psyche
Upon reaching 7th level, your training and employment of illusions and nightmares has hardened your mind. You have advantage on ability checks and saving throws made against illusions and being frightened, and magic can't put you to sleep. Starting at 14th level, you are immune to being frightened.
Unbending Psyche Frightened Immunity
Starting at 14th level, you are immune to being frightened.
Brand of Haunting
Beginning at 11th level, your Brand of Castigation now allows you to stalk your target with incessant ferocity. As a bonus action, you can teleport to a space within 30 feet of a branded creature that is in dim light or darkness. You do not need to see the location to which you teleport. Additionally, you have advantage on the first attack you make against the branded creature after using this feature.
Blood Curse of Isolation
At 15th level, you have learned ways to strike fear and delusion into those that believe themselves to be immune. You gain the Blood Curse of Isolation for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Oneiroi Apotheosis
Upon reaching 18th level, you can transform into an aspect of one of the Oneiroi. As an action, you gain the following benefits for 10 minutes. Additionally when you transform, choose one of the Oneiroi. You gain the benefits for the chosen Oneiroi for the duration.
- You gain a flying speed equal to your walking speed.
- You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
- If you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
- Morpheus (Dreams). As a bonus action on your turn, you can choose one creature you can see within 30 feet of you. It must make a Constitution saving throw or fall unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Additionally, damage you deal to the creature does not wake up the creature, all damage you deal to the creature becomes psychic damage, attacks you make against the unconscious creature are not automatically a critical hit, and you cannot reduce the creature below 1 hit point. You can only have one creature unconscious with this ability at a time.
- Phantasos (Illusions). As a bonus action on your turn, you can cast the phantasmal force spell without expending a spell slot and without needing concentration. A creature can only be affected by one instance of this spell at a time. Additionally, as a bonus action, you can cast the mirror image spell without expending a spell slot. You cannot cast the spell again until all three duplicates are destroyed.
- Phobetor (Nightmares). As a bonus action on your turn, you can choose one creature you can see within 30 feet of you. It must make a Wisdom saving throw or become frightened of you for 1 minute. The creature can repeat the save at the end of its turn while not within line of sight of you. Additionally, your Rite of the Phantasm deals maximum damage against frightened creatures.
Once you use this feature, you can't use it again until you finish a long rest.#
Choose which aspect you transform into in the Oneiroi Apotheosis feature in the Builder to have the sheet updated with the modifiers granted by the form. Remember to revert it once you transform back.
Morpheus (Dreams)
As a bonus action on your turn, you can choose one creature you can see within 30 feet of you. It must make a Constitution saving throw or fall unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Additionally, damage you deal to the creature does not wake up the creature, all damage you deal to the creature becomes psychic damage, attacks you make against the unconscious creature are not automatically a critical hit, and you cannot reduce the creature below 1 hit point. You can only have one creature unconscious with this ability at a time.
Phantasos (Illusions)
As a bonus action on your turn, you can cast the phantasmal force spell without expending a spell slot and without needing concentration. A creature can only be affected by one instance of this spell at a time. Additionally, as a bonus action, you can cast the mirror image spell without expending a spell slot. You cannot cast the spell again until all three duplicates are destroyed.
Ensure you choose Phantasmal Force from the dropdown when you activate this form as publishing restrictions won't let it be added automatically in the builder.
Phobetor (Nightmares)
As a bonus action on your turn, you can choose one creature you can see within 30 feet of you. It must make a Wisdom saving throw or become frightened of you for 1 minute. The creature can repeat the save at the end of its turn while not within line of sight of you. Additionally, your Rite of the Phantasm deals maximum damage against frightened creatures.
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