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Dreamer

Ferra

Dreamer

Dreamers are individuals who have ventured into the deepest realms of the Dreamscape during sleep and returned forever changed. In the depths of this dimension, they encountered an intense level of consciousness where reality and dreams blur. They emerged not only with heightened awareness to their minds but also with a Lucid Companion; a magical entity, forged from their own unconscious mind, that acts as a bridge between their waking and dream states. It materializes in a form reflective of the Dreamer's most potent dream experiences, such as Nightmares or Soul Searching dreams.   Dreamers’ bodies undergo permanent transformations, where their physical health becomes directly linked to their subconscious mind. As a result, their health fluctuates with their mental and emotional state.
hit dice: 1d8
hit points at 1st level: 8 + your Wisdom modifier
hit points at higher levels: 1d8 minimum 5 + Wisdom modifier
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: One type of artisan's tools of your choice
saving throws: Wisdom, Dexterity
skills: Choose 2 from History, Insight, Medicine, Persuasion and Religion.
starting equipment:
You start with the following items, plus anything provided by your background.

  • (a) any simple weapon or (b) a shield

  • (a) a longsword or (b) a martial weapon of your choice (if proficient)

  • (a) studded leather armour or (b) scale mail

  • One artisan's tools of your choice and a dungeoneer's pack


Multiclassing


Ability Score Minimum: Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armour: light armour, medium armour, shields
Weapons: simple weapons
spellcasting:


class features:

1st Level


Dream Companion

Starting at 1st level, You’ve managed to connect to the plane of dreams and for that you gain a magical companion. You can use your bonus action to summon your Companion within an unoccupied space within 30ft of you. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. The appearance of the Companion is up to you however the Companion must be no larger than 5ft, and you can choose whether the Companion is Small or Medium size. While the Companion is summoned, you gain the following effects;  
  • While your Companion is within 5ft of you, you gain a bonus to your AC equal to your proficiency modifier as long as you aren’t wearing heavy armour.

  • As part of your Attack action, you can forgo one of your own attacks to have your Companion make a special attack against a creature within 10 feet of the Companion that you can see, it uses your Wisdom modifier for the attack roll. The attack deals 1d10 + your Wisdom modifier in force damage. This damage increases as you gain levels in this class, becoming 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

  • As a bonus action you can command your Companion to either move equal to your walk speed or to give you the help action. Additionally, you can choose to have the companion perch onto your body, while perched it shares the same space as you and moves along with you.
  Your Companion lasts until your next long rest, it ends its turn more than 30ft away from you, or you dismiss it (Free Action).  

Guidance of Dreams

Also at 1st level, your connection to the dream allows you to speak with the Wills within the dream itself and gain guidance. Once per long rest, you can spend 1 hour of meditation to communion with the spirits and gain one skill or tool proficiency of your choice until your next long rest.   In addition, you can forgo the proficiency to instead ask for guidance, and aid. You gain a bonus to all ability checks, and saving throws depending on your Dreamer Class level until your next long rest. At 1st level the bonus is +1, at 3rd level the bonus is +2, at 5th level the bonus is +3, at 7th level the bonus is +4, and then at 9th it's +5.  

2nd Level


Dreamer's Gift

Starting at 2nd level, you can use the energy of the Dream Plane to weave magic into a beneficial source. You gain the following spells, which use your Wisdom modifier for casting. When you cast one of these spells, you cannot cast any of the others again until you finish a long rest.  
  • You gain the Sleep spell, and the target makes their Wisdom saving throw against falling unconscious at disadvantage if it is used with this feature.

  • You gain the Heroism spell, and the target gains additional temporary hit points equal to your Dreamer class level if it is used with this feature.

  • You gain the Cause Fear spell and can ignore the construct and undead immunities to fear if it is used with this feature.
 

Dreaming Servitude

Also at 2nd level, you can call upon the dream to allow a Will to form and aid you in basic tasks. You can spend 10 minutes to cast the Unseen Servant spell, however the Unseen Servant has additional hit points equal to 5 times your Dreamer Class Level.  

3rd Level


Dream Weave

At 3rd level, you choose a path that shapes the dream you want from the list of available dreams. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

4th Level


Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

5th Level


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Rush of Dreams

Starting at 5th level, your Companion aids you in getting to places where you need to go with a little shove. As long as your Companion is within 5ft of you at the start of your turn, you can choose to take the dash action as a bonus action.  

6th Level


Dream Weave Feature

Starting at 6th level, you gain a feature from your Dream Weave choice.  

7th Level


Unconscious Mind

Starting at 7th level, your mind is constantly within the dream, whether consciously or unconsciously, making you more prone to the feelings of danger. You have advantage on saving throws against spells and other magical effects.  

8th Level


Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

10th Level


Dream Weave Feature

Starting at 10th level, you gain a feature from your Dream Weave choice.  

11th Level


Forceful Will

Starting at 11th level, you can hear the whispers of the Wills and people within the dream as they teach you the way of battle. Whenever you roll an attack roll, you add an extra d4 to the attack.   In addition, you gain proficiency in one saving throw of your choice.  

12th Level


Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

13th Level


Dream Companion (Improved)

Starting at 13th level, the range of all your Dream Companion features increase by an additional 30ft, and the size can now become large.  

14th Level


Dream Weave Feature

Starting at 14th level, you gain a feature from your Dream Weave choice.  

15th Level


Walk Through The Veil

Starting at 15th level, you can now see into the dream without any issue or resistance as you have become somewhat part of it. You can cast Dream at will, and without components.   In addition, you also gain resistance to bludgeoning, piercing, and slashing damage.  

16th Level


Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

18th Level


Twist of Wills

Starting at 18th level, your mind can now understand other thoughts of the Wills within the dream. Whenever you make an ability check, you can choose to auto succeed the check instead.   You can use this feature an amount of times equal to your proficiency before regaining all expended uses on a long rest.  

19th Level


Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

20th Level


Wake Up

Starting at 20th level, you have reached the pinnacle of being the envoy of the dream. Your mind melds and changes with other Wills within the dream and allows you to gain their thoughts as if it was your own.   At the end of a long rest, choose another class’s feature from Level 10 or below (except spell-casting), and you can gain one of their class feature as if it was part of your Dreamer class. This lasts until your next long rest.
subclass options:
Nightmare Weaver

Nightmare Weaver

Nightmare Weavers are people capable of shifting their negative emotions into concepts of power, changing their companion into their fear; also known as a nightmare.   Nightmare Weavers are usually the type of people that are either easily taken over by their emotions and unleash them onto their companion, or are capable of controlling their fears, allowing themselves to change theirs thoughts into manifestations of power.  

Nightmare Manifestation

Beginning at 3rd level, your nightmares intertwine with your companion, granting them features akin to those nightmares. Once per long rest, when you encounter the corpse of a creature (can choose a creature type at character creation; DM discretion), you can use your action to channel the remnants of its Will, transforming it into a nightmare that your companion embodies. The companion acquires a feature relevant to the creature's type. The options are as follows:  

Nightmare Manifestation Features


Creature TypeCompanion Feature
AberrationsYour companion grows milky tendrils from its body, when you take the attack action, you can replace one of your attacks to make your companion target one creature within 120ft, the target must make an intelligence saving throw or take 2d6 psychic damage and they cannot take reactions until the end of your next turn. This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
BeastsYour companion produces large bone-like protrusions that seem similar to that of teeth. Whenever a hostile creature makes an attack or starts its turn within 10ft of the companion, they take d4 piercing, slashing, or bludgeoning damage (Your choice). This feature's damage increases by d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
CelestialsOnce per long or short rest, as a bonus action you can cause your companion to sprout white feathered wings that glow in a 10ft radius of bright light. All creatures of your choice that start their turn within this bright light gain temporary hit points equal to your Dreamer level plus Wisdom modifier. This effect lasts for 1 minute.
ConstructsYour companion begins to have pieces of their body replaced with metallic components and clockwork. Once per long rest, as an action you can command your companion to target one creature within 10ft of it. The target must make a Wisdom saving throw against this magic. On a failed save, the target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
DragonsYour companion adopts draconic traits such as a tail, horns, or scales of various colours. At the end of a long rest, choose one damage type: acid, cold, fire, lightning, or thunder. This choice lasts until your next long rest. While your companion is within 10 feet of you, whenever you deal damage with an attack, you can convert all the damage of that attack into the chosen damage type. Additionally, you add your Wisdom modifier to the damage if it was converted.
ElementalsYour companion adopts the form of an elemental based on the type you choose during a long rest. For instance, selecting Water Elemental makes your companion transparent and liquid. Choose one of the following options: Water, Earth, Fire, or Air, and gain their corresponding benefits until your next long rest;

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  • Water: Each creature that starts its turn in the companion's space must make a DC Strength saving throw. On a failure, a target takes d8 plus wisdom modifier bludgeoning damage, if it is Medium or smaller, it is also grappled (escape DC uses your wisdom). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the companion's space. The creature or a creature that isn’t grappled within 5 feet of the companion can pull a creature or object out of it by taking an action to make a DC athletics or acrobatics check and succeeding.

  • Earth: While your companion is within 10ft of you, you deal double damage to objects and structures and ignore difficult terrain.

  • Fire: You can replace one of your attack actions to instead have your companion produce a 15ft cone of flame. All creatures within the cone must make a Dexterity saving throw; taking D8 plus wisdom modifier damage on a failed save and half on a successful save.

  • Air: Each creature in the companion's space must make a DC Strength saving throw. On a failure, the target takes d8 plus wisdom modifier bludgeoning damage and is flung up 20 feet away from the companion in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

These feature's damage increases by d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
FeyYour companion takes on a greenish hue and sprouts greenery upon its body. As a bonus action while your companion is within 5ft of you, you can have your companion produce a miasma around you that makes it difficult for creatures to see you. You become invisible until the start of your next turn or until you attack or cast a spell. You can use this feature equal to your proficiency modifier, and regain all expended uses on a long rest.
FiendsYour companion adopts a more devilish appearance, complete with horns, wings, and perhaps a mischievous grin. When you take damage from a creature within 10 feet of your companion, you can use your reaction to have your companion unleash a retribution flame on the attacker. The attacker takes 1d12 fire damage. This feature's damage increases by d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
GiantsYour companion grows beard-like fur across its body and bares runic tattoos that appear magical in nature. When you are hit by an attack, you can use your reaction to have your companion take the hit for you, applying all the effects and damage to the companion instead. This dismisses the companion, however you can resummon it with the same creature type.
HumanoidsYour companion assumes the physical traits of the chosen humanoid race. For instance, if it embodies a Kenku, it would develop black feathers and other avian features. While your companion is summoned and within 5 feet of you, you gain proficiency with one martial or simple weapon of your choice. In addition, you can use your Wisdom modifier instead of Strength or Dexterity for attack and damage rolls with that weapon.
MonstrositiesYour companion takes on monstrous features such as claws, spikes or elongated limbs, becoming more terrifying and imposing. When you take the attack action you can replace one of your attacks to instead have your companion unleash a fearsome roar. All creatures of your choice within 10ft of it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become frightened of your companion until the start of your next turn.
OozesYour companion takes on the characteristics of an ooze, becoming amorphous and gelatinous. It gains a pseudopod attack, allowing it to extend a part of its body to strike at enemies. As a bonus action, your companion can make a pseudopod attack with a reach of 10 feet. The attack deals 1d6 plus wisdom modifier acid damage and If the target is wearing nonmagical metal armour, its armour is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. This feature's damage increases by d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
PlantsYour companion takes on plant-like characteristics, with vines and foliage growing from its body. Once per short rest, you can use your action to cause a space within 60 feet to sprout thorn vines in a 20-foot radius sphere. These thorn vines create difficult terrain and creatures of your choice within the area must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 3d4 piercing damage from the thorns and have their movement speed set to 0 until the start of your next turn. This feature's damage increases by 3d4 when you reach 5th level (6d4), 11th level (9d4), and 17th level (12d4).
UndeadYour companion takes on undead features, appearing ghastly and decayed. When a creature starts its turn within 10 feet of your companion, you can use your reaction to force that creature to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is nauseated until the start of its next turn, suffering disadvantage on attack rolls and unable to take their bonus action.
  Your companion can only assume one form at a time, and adopting a new form dispels the previous one.  

Nightmarish Corruption

Starting at 6th level, your body becomes attuned with the Nightwalkers within the dream plane, entities that purge unwanted Wills and Nightmares; this attunement grants you some of their power. You gain resistance to necrotic damage and you also have a swirling aura of shadowy wisps around you that attacks your fears. Hostile creatures that start their turn within 5 feet of you take necrotic damage equal to your Wisdom modifier.  

Improved Nightmare Manifestation

Starting at 10th level, your companion's ability to embody nightmares improves significantly. It can now assume the characteristics of up to two different creature types simultaneously. When you gain an additional creature type, you can choose which existing type to replace  

Wrath of The Nightwalkers

Starting at 14th level, your connection with nightmares and dreams intertwines deeply, but it comes at a cost — the attention of the Nightwalkers, beings of the dream plane. As an action, you can choose to sacrifice your companion to the Nightwalkers, ending the summon early and forfeiting the creature types it currently embodies until your next long rest.   All creatures of your choice within 30 feet of the sacrificed companion must make a Constitution saving throw. On a failed save, a creature takes 12d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. On a successful save, the creature takes half damage, and its hit point maximum is still reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit point maximum is reduced to 0.   Once you have used this feature, you cannot do so again until you have finished a long rest or until you are reduced to 0 hit points.
Aegis Weaver

Aegis Weaver

  Those who dream of the route of the Aegis Weaver aspire to wield their companion's power not only for their own defense but also to shield others.   Aegis Weavers are individuals driven by a profound desire to safeguard their loved ones, a commitment that enables them to conjure protective armaments like armour and shields.  

Aegis Manifestation

Starting at 3rd level, you can use your bonus action to dismiss your companion if it is within 30 feet of you. Upon dismissal, it floats towards you and transforms into a protective armament that goes over your normal armour. Choose one of the following options;  

Aegis Armament


NameEffect
Leather ArmourYour AC becomes 10 + Dex + Wis. While wearing the armour, you have advantage on Dexterity saves.
Studded Leather ArmorYour AC becomes 12 + Dex. While wearing the armour, you can cast Absorb Elements at will.
Chain ShirtYour AC becomes 12 + Wis (Max 2). Creatures within 10ft of you have advantage on Dexterity saves.
Half Plate ArmorYour AC becomes 15 + Wis (Max 2). When a creature within 20ft of you takes damage from an attack or spell, you can use your reaction to instead take the damage.
Chain MailYour AC becomes 16. You gain 10ft additional movement speed, you have advantage on Strength saves.
Plate ArmorYour AC becomes 18. Whenever you or an ally within 10ft would take damage, you can use your reaction to reduce the damage by D10 + Dreamer Level + Wisdom Modifier.
ShieldsYou gain a +2 bonus to your AC. When a creature within your melee range would make an attack against you or another creature, you can use your reaction to force the creature to make a Dexterity saving throw (8 + Proficiency + Wisdom Modifier) to be knocked prone and take force damage equal to your current AC.
  While your companion is armour, you can use your bonus action to revert it back into its normal form or you can switch your armour into another.   The armours/shield AC increases by 1 when you reach 6th level, 10th level, and 14th level.  

Dreamer's Constitution

Also at 3rd level, your dream takes form within your body, causing it to become more resistant to harm. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.  

An Armoured Dream

Starting at 6th level, your dream becomes capable of envisioning concepts beyond the boundaries of normality. When you use your Aegis Manifestation, you gain an additional option to choose from your table;   Powered Armor: Your AC becomes 19. Whenever you make a Strength ability check or save, you can add your wisdom modifier to the roll. Additionally, once per long rest, you can use a bonus action to gain a flying speed equal to your walking speed for 1 minute. If you are airborne when this duration ends, you fall.  

Dreamer's Aegis of Protection

Starting at 10th level, your shield and armour gains a stronger will to protect not only yourself but others. As a bonus action you can choose to conjure a giant 5ft by 5ft shield made of ethereal dream energy for 1 minute or until you use this feature to create another shield.   Allies within 10ft of this shield gain a +2 bonus to their AC, and gain temporary hit points equal to your Dreamer Level. When a creature within 10ft of the shield would make an attack against you or another creature, you can use your reaction to force the creature to make a Dexterity saving throw (8 + Proficiency + Wisdom Modifier) to be knocked prone and take force damage equal to your current AC plus 2.   You can summon the shield a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

A Dreamer's Oath

Starting at 14th level, after taking a long rest you can choose one of the following paladin oath and gain their channel divinity until the end of your next long rest;  
  • Ancients; Nature's Wrath: You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

  • Crown; Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Wisdom modifier (minimum of 1) if it has no more than half of its hit points.

  • Redemption; Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Spirit Weaver

Spirit Weaver

  The Spirit Weaver is similar to a shaman or spirit caller. They can use their companion as a medium for the undead to speak and act through, though they often struggle to control who communicates with them.   Spirit Weavers are typically individuals who either have a strong desire to communicate with the deceased or are spiritually connected to the dream plane, which manifests through their subconscious companion.  

Spirit Call

Starting at 3rd level, you can use your bonus action to transform your Companion into a physical manifestation capable of harming or helping others. The form your Companion takes depends on your Dreamer level and functions like the specified spell, it uses your wisdom for the spellcasting. However, instead of the spell's usual duration, it lasts for 1 minute without requiring concentration when cast using this feature or when you use this feature again. The maximum spell level is equal to half your level (rounded up). You can choose from the following options when you transform your Companion:     If your Companion is reduced to 0 hit points while transformed it cannot reappear from your Dream Companion feature until the start of your next turn. You can only use this feature an amount of times equal to your Wisdom modifier, and regain expended uses on a long rest.  

Fostering Spirit

Starting at 6th level, you can protect your Companion's spirit to help them survive longer on the battlefield. When you use your Spirit Call feature, you can grant your Companion temporary hit points equal to half your Dreamer level (rounded down).   Additionally, whether transformed or not, your Companion gains a bonus to its saving throws from your Guidance of Dreams feature.  

Soul Bound

Starting at 10th level, you and your Companion become bound together as your Dream energy merges with theirs. While your Companion is transformed, you gain its resistances and immunities, and your Companion gains your resistances and immunities.   If your Companion has an immunity to certain conditions, you gain advantage on saving throws to avoid those conditions.  

Duality of Wills

Starting at 14th level, you can choose to split your Companion's will into two souls that aid you in battle. When you use your Spirit Call feature to transform your Companion, you can summon two forms instead of one within the spells range. These forms cannot be the same spell, and you must maintain concentration for the entire minute. If you lose concentration, one of the forms, chosen by you, will disappear.   You can use this feature once and regain its use after a short or long rest.
LevelProficiencyBonus Features
1st+2Dream Companion, Guidance of Dreams
2nd+2Dreamer's Gift, Dreaming Servitude
3rd+2Dream Weave
4th+2Ability Score Improvement
5th+3Extra Attack, Rush of Dreams
6th+3Dream Weave Feature
7th+3Unconscious Mind
8th+3Ability Score Improvement
9th+4
10th+4Dream Weave Feature
11th+4Forceful Will
12th+4Ability Score Improvement
13th+5Dream Companion (Improved)
14th+5Dream Weave Feature
15th+5Walk Through The Veil
16th+5Ability Score Improvement
17th+6
18th+6Twist of Wills
19th+6Ability Score Improvement
20th+6Wake Up

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