Base Class: Rogue
Dal Quor is the realm of dreams. Specifically, is it physically made up of the dreams of those in Terra Essentia. The realm was corrupted by nightmares and evil dreams that created the Dreaming Dark. The Quori are the few spirits of good dreams that escaped and made their way to Terra Essentia before the closing of the rift. The Dreaming Dark seeks to corrupt the world with nightmares and make everyone live out their evil dreams and the Quori wish to try and fight back against the darkness and return Dal Quor to a neutral place of dreams, if not a place of good dreams. The Quori take up residence inside the Kalashtar, the only known creature that is able to sustain them.
Because the Quori are dreams spirits themselves, they block the Kalashtar from connecting directly to Dal Quor as a safety precaution so they and their hosts are not discovered. The Quori inside the Kalashtar has its own will and sentience and it has the unique ability to channel its power through the Kalashtar to change the dreams of others. Their purpose is to rid the world of bad dreams and evil hearts, known as the Nithing. To change the hearts of the world one at a time in order to bring about change in Dal Quor.
The Kalashtar are dream thieves, but in the best way possible. With their Quori, they travel into the dreams of others in a trance-like state, and are able to purge the evil from within by defeating the nightmares and demons therein. They are part of a very secret society from a remote desert tower in Zuza called The Tower of Bes. Ancient and forgotten from history and the world, the Kalashtar train their people to go out into the world and secretly do good, disguised as humans. They seek to do good and change the hearts of others without concern for their own safety. To die for the cause is to become a Reverie. As your body dies, the Quori consumes it from the inside and turns it into beautiful music that floats through the air and creates good dreams to whomever hears it.
Please note that this content is subject to alternations due to balance and that this content is originally created for the Heroes and Hotdogs Terra Essentia campaign.
If you like this content and want to see more like it, search for the [HEHO Content] tag.
The Catch
Being a Dream Thief comes with a lot of perks, but there is a catch. Delving so far into the metaphysical and spiritual realm means you have begun to lose your grasp on reality and you have let your physical body become complacent.
You have Disadvantage on Strength and Dexterity Saving Throws.
It has also become difficult for you to distinguish which things you know to be true and which things were in dream form.
You have Disadvantage on History checks and a failed check will still make you believe you remember a story, but it may be drastically altered from reality.
Melodium of the Quori
During the evening while mortals sleep, the Quori will go out on its own or with its host to attempt to purge the dreams of creatures nearby.
In doing so, the Quori will become energized in Melodium and grant gifts to its host.
You may use this dream energy for various abilities as you progress with your training and gain more as you go.
Each Dawn, your available charges will reset and be replaced with fresh ones.
You gain 1 charge per character level.
Melodium Mask
As you go about your travels and purge the darkness from the dreams of others, you have found that some people are easy to help while others are far more difficult.
Your Quori handles the easy ones on its own or with limited assistance from you, but every once in awhile, there is an individual in need of a particularly strong approach.
This individual has been heavily influenced by The Dreaming Dark and has had their Melodium spirit transformed into a Nithing.
If you are able to go into this individual's dream space and eliminate the Nithing and free the Melodium, you will be able to harness an aspect of that Melodium permanently.
An ethereal mask will appear in the real world that you can place on your face and summon a Melodium Spirit to aid you. Melodium Spirits can be bound to you, each one tying to a different key personality trait.
Each Melodium Spirit linked to a mask grants different abilities and benefits. Starting at level 3, you can gain one new Mask per level.
You can switch your mask once per Long Rest for free and your mask remains on you until you choose to change it. If you choose to change your mask outside of the one free use, you can use 1 Melodium to do so as an Action.
Current known Melodium Spirits:
The Escapist:
https://www.dndbeyond.com/feats/370497-the-escapist-mask-of-melodium
The Tinkerer:
https://www.dndbeyond.com/feats/370590-the-tinkerer-mask-of-melodium
The Dragon:
https://www.dndbeyond.com/feats/370638-the-dragon-mask-of-melodium
Examples of other Melodium Spirits include:
The Escapist
The Tinkerer
The Dragon
The Fool
The Judge
The Lover
The Reaper
The Boulder
The Lucky Coin
The Traveler
These Melodium Mask options will become available and added as Feats once they are unlocked. Simply search Homebrew content for "Melodium Mask" and select the correct spirit.
Dream Thief Cantrips
You have begun to delve into the arcane arts as a way to help with your thieving, both dream and otherwise.
The power of your Quori companion makes it especially easy to learn, but your schools and styles of magic are extremely limited.
The magic that has become both of interest to you and you have found is easy for you to learn revolves around channeling captured dream energy into illusion magic.
You are able to reach into the hopes, dreams, and fears of others and extrapolate what you think they may believe, for good or ill.
You gain access to the Dream Thief Cantrips:
-Minor Illusion
-Viscous Mockery
-Mage Hand
Melodium Auras
At the 9th level, you are able to see tendrils and auras of different Melodiums wherever you go. This gives the following benefits:
1) You are able to look at an individual and determine their primary Melodium spirit.
2) Gain Advantage on Insight Checks
3) You may use a Bonus Action to do a Decode Aura, which will give you knowledge about one attribute of your choice (resistances, armor class, skill bonuses, known spells, etc.). Consume 1 Melodium to use this ability.
4) You may use an Action to perform an Aura Trace. This will allow you to to track any creature you have encountered before using Insight rather than Survival. The trail must be less than 24 hours old and you must have a known origin point to begin tracking. Consume 1 Melodium to use this ability.
Blessings of the Quori
At the 13th level, you may expend 1 Melodium per person to bless creatures while they sleep with wonderful dreams that will inspire them to greatness upon awakening.
Each creature blessed in this way will receive a 1d8 Inspiration die that lasts 8 hours and can be added to any attack roll, ability check, or saving throw.
Unfortunately, as you do not dream, this ability cannot be used on yourself.
Dream Echo
When you reach 17th level, you have become able to channel your dream essence into manifesting a dream double of yourself for a short period of time. If you're not surprised, you can take two turns during the first round of any combat by channeling your dream essence and manifesting it for a short period of time, effectively giving you a double. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can also choose to expend 1 Melodium per turn as a Bonus Action to maintain your dream form and keep your other self in combat for as long as you choose to expend Melodium.
Previous Versions
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8/14/2020 3:14:25 PM
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17
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2
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1.0
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Coming Soon
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