Rogue
Base Class: Rogue

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. And some discover they can manipulate the people around by bending the fabric of reality. Rogues who have discovered this affinity to the dream world find their sense of reality warped as their minds become catalysts for dreams to enter the waking world. 

**That being said the central idea behind this subclass was reskining Arcane Trickster to be dream centric. So as you will see below, instead of relying heavily on Mage Hand, this build relies on Encode Thoughts. **

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 wizard spell list. [This subclass follows the Arcane Trickster spellcasting feature but replaces Mage Hand for Encode Thoughts. G] 

Cantrips

You learn three cantrips: encode thoughts and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Dreamer Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended 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 three 1st-level wizard spells: sleep and two others of your choice, one of which must be an illusion spell on the wizard spell list.

The Spells Known column of the Arcane Dreamer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment, illusion or conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Dreamer Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Arcane Dreamer

Starting at 3rd level, when you cast encode thoughts, you can pull a dream from your mind, either a Nightmare or a Daydream

  • Nightmare - Choose one creature within 30 feet. They must make an intelligence saving throw. On a failure, they enter a waking nightmare. Choose a point within 30 feet. The affected creature is frightened of an unknown apparition it sees there. 
  • Daydream - Choose one creature within 30 feet. They must make an intelligence saving throw. On a failure, their wildest dreams come true, and within reach. Choose a point within 30 feet. They are drawn to that point. They can only take the move action on their turn until they have reached that point. They may still take reactions. 
  • [Based on Nightmare and Daydream build from the Waking Dream feature of Nat20SelfCrit's Dreamwalker Rogue Subclass]

On a bonus action you can manipulate or send the dream back. However, for every turn following its casting, you must roll to determine if the barrier between the dream realm thins, and the dream can pass through. For every turn the dream is in play, the DC for the barrier is decreased by one. Starting at 20 (or whatever DC the DM sets).You can use this ability equal times to your proficiency modifier every Long Rest.

This table applies at the beginning of the cast and lasts one turn on the caster.

Nightmare

Daydream

1. Frightened

1. You are also drawn into the Daydream

2. Blinded

2. No Effect

3. Deafened

3. You are also drawn into the Daydream 

4. No effect

4. No Effect 

 

[Name and feature inspired by Thought Erasure's Dream Seeker Rogue Subclass]

Sweet Dreams

Starting at 3rd level, your connection with dreams allows you a good night's rest without all the baggage. Your short and long rests are halved. You can extend this to those sleeping within 10 feet of you. 

[Based on the Dream Sculptor Feature from the Dream Seeker Rogue Subclass by Endless Thought]

Inception

When you reach 9 level, while a creature is affected by Nightmare or Daydream when you hit them with a spell or attack, they enter Inception. When in Inception, they enter a trance-like state where you can control what they see. Doing this allows you to show them something that can either Stun, Blind or Deafen them. They roll an INT save at the start of their turn. On a success, they break out of their inception, on a fail they remain with their conditions. 

If you Hit a creature in Inception, you can jump scare them. Your sneak attack changes your Sneak dice will be d8 and deals Psychic damage. 

Versatile Dreamer

At level 13, instead of creating a day dream or nightmare when you cast [/spell]encode thoughts[/spell], you may engulf yourself in a dream and create a dreamform. Your dreamform is an every changing, every moving version of your self that upon closer inspect is you and three "clones".

While in dream form, a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. The ability to create up 3 Clones of yourself giving your opponent’s disadvantage on the strike on you. If they hit, you can choose to have one of the clones take the blow for you killing it instantly. A dreamform cast does not require a roll on the effect table.

Dream Thief

At 17th level, your connection to the dream world is strong. You rest easy knowing that you can command and manipulate dreams at will. In fact, when a creature enters Nightmare or Daydream, they automatically enter Inception and your Jump scare dice goes up to a d10. You also are no longer affected by the negative effects of the tables.

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