Base Class: Ranger
Somnambulists use spiritual and mental methods of attack to take down their targets, weaving a veil of magic and deception that complements their combative capabilities.
Somnambulist Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Somnambulist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Somnambulist Spells
| Ranger Level | Spell |
|---|---|
| 3rd | sleep |
| 5th | calm emotions |
| 9th | spirit guardians |
| 13th | confusion |
| 17th | dream |
Dream Walker
As an action, you can touch a creature that is unconscious. The creature makes a Wisdom save, DC 8 + your Wisdom modifier + your proficiency bonus, and on a failure you learn the creature's remaining hit points, armour class, name (if it has one), and one memory that the DM chooses to reveal. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and regain all expended charges of this ability upon completing a long rest.
Forced Slumber
At 3rd level, you learn to manipulate the dreams of the unwary in order to physically impair them.
As an action, choose one creature you can see within 30 feet of you that is unconscious or is taking a long rest. Unconscious creatures with 0 hit points take an additional 1d4 hours to wake up equal to your Wisdom modifier (minimum of 1) on top of their base 1d4 hours before reawakening. Creatures taking a long rest must double the time required for their long rest to be complete, but can choose to awaken after 8 hours, gaining the benefits of a long rest but also gaining one level of exhaustion if they had no levels of exhaustion prior to taking a long rest. If they had levels of exhaustion prior to taking a long rest, then their exhaustion will not decrease.
Detached Consciousness
At 7th level, you learn to separate your mind from your physical body, manifesting it as an unseen force.
Whenever you take a long rest or fall unconscious, you cast unseen servant with the following changes: the unseen servant uses your statistics for Intelligence, Wisdom and Charisma. You can see and speak through the unseen servant and directly control it. If you are unconscious and take damage from a melee attack, all hostile creatures within 30 feet of your unseen servant must make a Wisdom save as if they were targeted by the fear spell. You can only use this feature once per short rest.
Coma Strike
At 11th level, you gain the ability to dull the senses and minds of your enemies.
When you make a successful attack against an enemy, their movement speed is reduced by 10 feet and they cannot take reactions until the end of your next turn. This effect does not stack. If a successful attack is made against an enemy with less than half of their maximum hit points (rounded down) remaining, they must make a Wisdom save where the DC is 8 + your Wisdom modifier + your proficiency bonus, and on a failure fall asleep until they take damage, make an ability check, or until the end of your next turn. If an enemy falls asleep due to this feature, you may instantly utilise your Dream Walker ability no matter the distance.
Mind Spike
At 15th level, the primal magic that flows within you allows you to retaliate against those who dare to harm your mortal vessel. When you take damage from a melee attack, you can use your reaction to deal psychic damage to your attacker equal to your Wisdom modifier (minimum of 1) and give them disadvantage on all Wisdom saves until the end of your next turn.
Previous Versions
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2/7/2020 1:24:03 PM
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