Wizard
Base Class: Wizard

This is a work in progress.

Requirements

  • Race: Elf, Half-Elf or Kalashtar
  • Ability to cast 4th level spells (note: if more than one class is applicable, choose one it becomes the base class for advancement in this prestige class.)

Proficiencies

Armor: None
Weapons: None
Tools: Instrument - Flute
Saving Throws: Choose one - Constitution, Wisdom or Charisma
Skills: Bluff

Progression

Level

Proficiency Bonus

Features

Spell Progression

1

Same as base class

Expanded spell list, Soothing Beast Song

Same as base class

2

Same as base class

Summon Instrument, Dream Tokens

Same as base class

3

Same as base class

Sandman

Same as base class

4

Same as base class

Pied Piper

Same as base class

5

Same as base class

-

Same as base class

6

Same as base class

Mind Pierce

Same as base class

7

Same as base class

-

Same as base class

8

Same as base class

Call of Echidna

Same as base class

9

Same as base class

-

Same as base class

10

Same as base class

Capstone: Cut the Veil

Same as base class

Soothing Beast Song

The Eventide Dreamer may cast dominate beast as an action, they must play his flute for the duration. At level seven, for each dream token spent the spells area of effect increases by 10ft and may be increased by an additional 10ft per dream token spent.

 This ability resets after a long rest.

 

Summon Instrument

With a flick of the hand an Eventide Dreamer during their turn may as a free action exchange a held weapon with a flute on their person. They may not make a melee or ranged attack during a turn this feature is used. They may swap the flute for their weapon before the turn ends. This feature doesn't prevent the Eventide Dreamer from casting spells or using other abilities.

Dream Tokens

Whenever the Eventide Dreamer successfully puts a creature to sleep with the sleep spell he gains a dream token. These tokens reset to one after a short or long rest. The character may have a number of tokens equal to his casting attribute modifier. Tokens may be spent as such.

  • Enhance an illusion or enchantment spells saving throw difficulty by 1. May spend a maximum of two tokens.
  • Expend a token instead of a spell slot to cast the spell as a higher level, one token for each level. Maximum of your current spellcaster level or spell maximum effect, whichever is lower.

Sandman

The sleep spell is always considered prepared and no longer counts against the number of spells the character can prepare. The Eventide Dreamer may cast sleep a number of times equal to his casting attribute modifier before expending spell slots. This feature resets after a long rest.

At level five of this class; for each dream token spent on the sleep spell, the spell's range and area of effect are increased by 10ft.

At level nine of this class; for each dream token spent to increase the sleep spell’s level, double the hit die value for the level increased.

Pied Piper

The Eventide Dreamer may cast dominate person as an action, he must play his flute for the duration. At level seven, for each dream token spent on the spell, the spell gains a 10ft area of effect that may be increased by 10ft per dream token spent.

 This ability resets after a long rest.

Mind Pierce

The power of the Eventide Dreamer will not be denied.
Creatures immune to sleep, illusions or enchantments can now be affected by such spells, they receive advantage to their saving throws. At level nine of this class, targets no longer roll with advantage.

Call of Echidna

The Eventide Dreamer may cast dominate monster as an action, he must play his flute for the duration. This ability resets after a long rest.

Capstone: Cut the Veil

The maximum number of dream tokens the character can have is now doubled. 

When the Eventide Dreamer successfully puts a creature to sleep with the sleep spell he may use cut the veil. Ripping open the border between the material and dream planes. Each creature affected by the sleep spell within one hundred feet of the Eventide Dreamer form a dream clone that appears within fifteen feet of them. These clones have the same attributes and abilities as the original, however they have half the hit points and a -2 to their armor class. They will immediately attack the original and then the closest enemies there after. These clones have the aberration sub-type and disappear after three rounds.

This feature only becomes available at character level twenty.

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2024 7:56:35 AM
104
4
1
Coming Soon

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