Base Class: Monk
In the Chaotic realm of the Neural plane, certain souls travel freely and are empowered by the power of unconscious imagination. The ancient teachings of "The Dreamer" are mostly long forgotten. The original practitioners of this tradition sought to venture through the dream real in search of beautiful minds and of powerful imaginations. Those whose minds and imaginations were deemed worthy were taught the ways of dream traveling.
Lucid Dreaming
starting at 3rd level When outside of combat you can put any willing creature to sleep
Additionally, you can use the detect thoughts spell on any creature put to sleep by your Manifest Dreams feature. Doing so gives you access to the creature's dreams without probing deeper into their thoughts. Using this spell in this way leaves the target unaware that their thoughts or dreams have been read. you can also use this to determine the best cause of action for treating unknown illnesses and injuries if you are proficient in medicine
By the 8th level, you attain a degree of lucid dreaming that allows you to venture elsewhere in the landscape of dreams, as well as control it. During a short or long rest, you can spend 5 ki points to cast the Dream or Scrying Spell. You spend these ki points at the end of your rest. however, when casting these spells you are fully asleep for the duration and will not be woken up until the spell is over or damage is received. if the spells are broken early both sides of the spell receive 3d6 psychic damage
Fist of Nightmares
At 3rd level, you learn to empower your strikes with the strength of your psyche using your Ki. When you hit a target with an unarmed strike, you can spend a ki point to choose to deal psychic damage instead of bludgeoning damage. The target then makes a Wisdom Saving through or be frightened. A psychic attack on a sleeping target allows you to tap into their nightmares altering them and eating their good dreams, you heal half the psychic damage dealt to a sleeping target
At 11th level, your fist produce even stronger nightmares in your victims. When you hit with a Fist of Nightmare attack, you can deal two rolls of your martial die, instead of just one.
Forced Hypnagogia
At 6th level, you become attude to the Dream flow in others' bodies. As a bonus action, you can spend 1 ki points force your target to make a Constitution saving throw, using your Ki Save DC. On a failure, you can choose to impose one of the following effects on your target for 1 minute.
- You make your target sleepy for a short amount of time. Your target gains 1 level of exhaustion.
- You put your target into a dream-like state and put your target under either the blinded or deafened condition.
At the end of each of its turns, the target can repeat this save. Any given target can only be under one of these effects at a time. When you use Flurry of Blows, you can replace one of your unarmed strikes with an Forced Hypnagogia hit with no additional cost.
Additionally, you gain the benefits of a long rest in 4 hours.
Dream Cloak
At 11th level, you can manifest the strength of your dreams onto the awakened world. As a bonus action, for 1 minute, you can touch a creature and place a dream cloak on them, granting them (or yourself) the following benefits:
- A +2 bonus to AC
- When they take the attack action, they can an additional unarmed strike. These unarmed strikes deal psychic damage equal to a roll of your martial dice + your wisdom modifier.
- Unarmed strikes have a reach of 10 feet.
You can create a dream cloak once per long rest.
Phantasma
At 17th level: You can create a Phantasmal force for 10 ki points, it lasts 1 minute and it takes on the most warming, frightening, or incomprehensible form to targets looking at it as you decide. allies are immune to this effect as you choose. the effect chosen can be changed as a bonus action
Nightmare: Targets within eyesight must make a Charisma save at the end of your turn against your KI DC save otherwise they'll experience true fear, they must use their movement to move as far away from the force as possible using their action to dash. they also can't attack and take 1d10 psychic damage
Dream: The targets are brought with immense joy, happiness, and glee and are charmed by the force of dreams every time they fail a Charisma save at the end of their turn against your KI DC save. they have a Disadvantage on subsequent saves after failing. the target can't attack or even notice you, or your allies as they are so enthralled by the force. they have to get as close as possible to it. allies who look at the force gain 1d10 hp
Incomprehensible: Targets within eyesight must make a Charisma save at the end of your turn against your KI DC save otherwise their brains will begin to break while trying to understand what they are looking at each turn the target may act as normal however they have Disadvantage on perception and attack rolls, and take 10d8 psychic damage each turn they fail
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