Base Class: Monk
The Ossended Host is an esoteric group of acolytes who worship the power of dreams and nightmares. Monks of this order spend night after night perfecting a form of meditation that can access a communal dream shared by all of their order.
Within this dream, generations of monks have recorded legends, forgotten tomes, ancient histories, and much more. This wealth of knowledge is held within and maintained by the mysterious entity that leads the Ossended Host. No outsider has ever seen this being, but based on the serenity of the monks who follow them, how bad can they be?
Dreamer's Meditation
Beginning at 3rd level, you gain the ability to access a communal dream through deep meditation. Whenever you sleep, you find yourself in the dream and no longer dream normally. The dream takes a unique form to each practitioner, though any dreamer is able to make use of the information the Ossended Host has stored there.
If you spend a long rest sleeping, you may study in the dream, looking for information of your choice. At the end of the long rest, you may make an Arcana, History, Nature, or Religion check with advantage, as though you were in a library researching that information.
Unwanted Visions
Also at 3rd level, you learn how to trigger memories of past dreams, both good and bad, by striking particular nerves. If you hit one creature with both attacks granted by your Flurry of Blows, they must make a Wisdom saving throw. On a failure, they take psychic damage equal to your Wisdom modifier, and are either charmed by you or frightened of you (your choice) until the start of your next turn.
Soothing Dreams
Starting at 6th level, you may choose to spend some time in your dream visiting the dreams of those near you, calming them an opening their minds. At the end of a long rest, up to 5 humanoids of your choice who slept within 100 feet of you each gain temporary hit points equal to your Monk level + your Wisdom modifier. Those creatures become bonded to your dream for up to 24 hours, or until they no longer have those hit points.
While bonded with a creature in this way, you may telepathically communicate with them if they are within 60 feet, and they have advantage on saving throws against being charmed or frightened.
From Within, Reach Out
Once you reach 11th level in this class, you may choose to spend your time in the dream traveling the world rather than visiting your allies.
At the end of any long rest where you slept, you may forgo the use of your Soothing Dreams feature to instead cast dream or scrying. When cast in this way, the messenger for dream cannot appear monstrous, and the scrying spell cannot benefit from any physical connection.
Dreamer's Insight
Additionally at 11th level, the dreamer can sometimes tap into knowledge their conscious mind cannot understand, giving brief flashes of insight during combat and letting them make last minute changes to their fighting style.
Once per turn, after rolling an attack roll but before knowing if it hits, you may spend 2 ki points to roll again and take the higher.
Waking Dream
At 17th level, you have spent so much time within the dream that it and the real world blur together, distorting what you perceive as a threat.
You are immune to psychic damage and the charmed and frightened conditions, and can always perceive illusions for what they are. In addition, if any creature attempts to charm or frighten you, read your thoughts, or deal psychic damage to you, they must make an Intelligence saving throw, or take psychic damage equal to your monk level.







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