Ranger
Base Class: Ranger

The phrase "Let sleeping dragons lie" could be the motto of any Dreamguard of Abeir. The Dreamguard order of rangers specialize in keeping slumbering monsters from stirring, recognizing that their presence is often part of the natural order and their wakeful hunger is counterproductive to nearby civilization. Particularly focused on Primordials and Dragons, but also practicing on various lesser beasts, small teams of Dreamguards rotate through the wilds to find and mark the lairs of creatures. The Dreamguards rarely rest for long, knowing that a lapse of a few days could cost hundreds of lives, and are loathe to let a hoard be plundered lest its owner become enraged. 

Bonus Spells

3rd level - Command, Sleep

5th level - Gentle Repose, Suggestion

9th level - Glyph of Warding, Hypnotic Pattern

13th level - Greater Invisibility, Locate Creature

17th level - Hold monster, Modify Memory

Hypnotic Presence

At 3rd level, you learn the first secrets of the Dreamguards - the spells sleep and command which have been slightly improved over the standard versions of the spell. When you cast sleep you may choose to target specific creatures in an order of your choosing, rather than starting with the targets with the lowest hit points first. When you cast command you may issue the command "snooze" which will cause the targeted creature to fall asleep until the end of your next turn, during which time it has the Unconscious condition. 

Extended Repose

At 7th level, you have learned to modify the spell Gentle Repose, which normally only applies to deceased creatures, and cast it on sleeping creatures. The target enters a limited stasis and is protected from decay, dehydration, suffocation and malnutrition effects. The target will ignore loud noises, bright lights or other sensations and awaken only if it takes physical damage (not psychic or poison), or a creature in physical contact with it spends an action, poking, prodding, shaking, slapping or otherwise actively attempting to wake the creature.

If the target of the spell sleeps for the entire duration of the spell (10 days) and does not take poison or psychic damage during that time, it awakens with the benefit of a Long Rest - restoration of spells & spell slots, regaining of full hit points, recovery of up to half hit dice and reduction of exhaustion level.

Tenacious Charmer

At 11th level, your hypnotic capabilities endure over time, as you learn to cast sleep without expending a spell slot. If you choose to expend spell slots on your casting, the hit point total increases by 3d8 per spell level expended. Additionally, when casting sleep on a single target, if you fail to put the creature to sleep, you may recast the spell on subsequent turns and combine the hit point totals, as long as the target takes no damage between castings. Any damage inflicted negates the previous hit point totals for the sleep spell.

Dreambinder

At 15th level, you gain access to truly awesome magic for the purposes of binding, restraining, trapping or otherwise imprisoning monsters. You can cast Imprisonment once without expending a spell slot. The target of the spell cannot be a humanoid. You still pay the full cost of material components to cast the spell, except if you cast the 'Slumber' version of the spell, for which you naturally gather the needed herbs in your travels. You regain the use of this spell after completing a Long Rest. 

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes