Base Class: Monk
Dream Walkers are monks who access the minds of themselves, and other creatures when they are in the state of dreaming. Monks who follow this training learn to use the weave to see or manipulate the dreams of other creatures. Monks who are taught this technique have strict rules to only use it for good and not for self-benefit, though occasionally someone will learn the art for selfish reasons.
Conscious Strike
At 3rd level, you can spend 1 ki points to imbue the disruptive power of dreams into your strikes. You can choose one of the following effects
- The creature must make a Wisdom saving throw or begin seeing another creature within 10 feet of it as it's intended target until the end of its next turn. It has a disadvantage on any attack rolls it makes against any creature it attacks while under this effect.
- The creature must make a Wisdom saving throw or see you as it's worst nightmare, becoming frightened until it succeeds the saving throw. It may attempt to make the saving throw at the end of each of its turns.
If the targeted creature succeeds the saving throw, you can't use this feature on it for a long rest.
Sleep Trespassing
At 6th level, you can attempt to use a long rest to access the dreams of one creature that you have met. The creature must be on the same plane of existence as you and must be asleep when you use this feature. While in the dream, you can only take on the form of yourself, though you can choose what age and what you are wearing. In the dream, you may convey messages or attempt to charm or frighten the creature, using a DC of 8 + your Wisdom modifier + your proficiency bonus.
If you successfully enter the dream of the creature, you can't use this feature on that creature again for 3d4 days.
Dream Eye
At 11th level, you gain an uncanny sense what's around you. You can't be surprised and as a bonus action, you can spend 3 ki points detect any invisible creature within 10 feet of you for 10 minutes.
You can also cast the Find the Path spell once per long rest.
Awakened Nightmare
At 17th level, you gain the ability to create an illusion, making yourself look like an eldritch horror from the realm of dreams for 1 minute. You can take any form you wish smaller huge. Any creatures within 120 feet of your choosing must make a Wisdom saving throw equal to 8 + your Wisdom modifier + your proficiency or become frightened. In addition, you and any friendly creature in combat gain advantage on attack rolls against any frightened creatures.
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