Base Class: Ranger
Nightmare Seeker Rangers are hunters of the deep dreams, chasers of oniric beings that seep into the waking world to prey on the mortal minds.
To aid them in their fights, the nightmare seekers learns forms of fighting that allows them to slip between the cracks of the veil that separates the physical world and the oniric plane
Nightmare seeker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nightmare Seeker Spells
Level Spell
3rd Sleep
5th Misty Step
9th Hypnotic Pattern
13th Banishment
17th Dream
Dream Traces
Starting at 3rd level, you learn to perceive and follow the subtle traces of dreams left behind by other creatures.
As a bonus action, you can know if any creature has slept within 60 feet of where you are in the last 5 days.
If you detect a creature this way, you can mark it. You know in which direction that creature departed after waking up, and you gain advantage on ability checks made to track that creature for the next 24 hours.
Once you mark a creature, you can’t use this feature again until you finish a long rest.
Nightmare Slayer
The first time on each of your turns that you make a melee attack against a creature you can see, it takes 1d6 more psychic damage. If the creature is an aberration, it takes 1d6 additional damage and can’t take reactions until the start of its next turn
Mind Protection
The dreams that shape your mind are protected against the forces of external creatures that may attempt probe inside
When you reach 7th level, you gain resistance to psychic damage, and your thoughts can’t be readed by magical means and your memories and dreams cannot be altered
Oniric Blade
Once you reach 11th level, you learn to summon a spectral blade made of dream essence to strike the minds of your enemies.
When you take the attack action on your turn, you can use a bonus action to make a third melee weapon attack against a creature within 15 feet of you. If the attack hits, the creature takes 1d8 points of psychic damage + your wisdom modifier.
Oniric Space
When you reach 15th level, you discover a way to slash open a rift into the oniric space to escape danger and isolate your prey.
As an action, you and every creature you choose within 30 feet of you are teleported to an enclosed space between planes.
This space is an infinitely large cube, which can not be exited or entered by normal means.
You choose where the creatures appear in this space in a place that is on the floor and within 60 feet of you.
After 1 minute, when you die, or as a bonus action, the space implodes, dropping all creatures inside back to the material plane unharmed. The creatures appear in the same spot they were before being teleported
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