Way of the Dreamer
Dreamer's Meditation
Beginning at 3rd level you gain the ability to access a
communal dream through deep meditation. Whenever you
sleep you find yourself in The Dream, and no longer dream
normally. The Dream takes a unique form to each
practitioner, though any dreamer is able to make use of the
information the Ossended Host has stored there.
If you spend a long rest sleeping, you may study in The
Dream, looking for information of your choice. At the end of
the long rest, you may make an Intelligence check with
advantage, as though you were in a library researching that
information.
Once you reach 11th level in this class, you may choose to
spend your time in the dream traveling dreamlands rather
than researching. When you use this feature, you may forgo
the research roll to instead cast dream (with you as the
messenger) or scrying. When cast in this way, these spells do
not require material components, and the scyring spell
cannot benefit from any physical connection.
Unwanted Visons
Also at 3rd level, you learn how to trigger memories of past
dreams, both good and bad, by striking particular nerves.
When you hit a creature with one of the attacks granted
by your Flurry of Blows, you can force them to
make a Wisdom saving throw.
On a failure, they take psychic damage
equal to your Wisdom modifier, and are
either charmed by you or frightened
of you (your choice) until the start
of your next turn. You can use
this feature only once on
each of your turns.
Soothing Bond Starting at 6th level, you may choose to spend some time in your dream visiting those near you, calming them and opening their minds. At the end of a long rest, up to 5 humanoids of your choice, other than yourself, who slept within 100 feet of you each gain temporary hit points equal to your Monk level + your Wisdom modifier. Those creatures become bonded to your dream for up to 24 hours, or until they no longer have these temporary hit points. While bonded with a creature in this way, you may telepathically communicate with them if they are within 60 feet, and they have advantage on saving throws against being frightened. Dreamer's Insight At 11th level, the dreamer can sometimes tap into knowledge their conscious mind cannot understand, giving brief flashes of insight during combat and letting them make last minute changes to their movements. When a creature hits you with an attack, you can spend 2 ki points as a reaction to gain insight into their future attacks. Until the end of your next turn, you don't provoke opportunity attacks from that creature, and their attack rolls against you have disadvantage. Waking Dream At 17th level, you have spent so much time within The Dream that it and the real world blur together, altering your mind beyond mortal recognition. You are immune to psychic damage and the charmed and frightened conditions, and can always percieve illusions for what they are. In addition, if any creature attempts to charm you, frighten you, or read your thoughts, they must make an Intelligence saving throw, or take psychic damage equal to your monk level.
Soothing Bond Starting at 6th level, you may choose to spend some time in your dream visiting those near you, calming them and opening their minds. At the end of a long rest, up to 5 humanoids of your choice, other than yourself, who slept within 100 feet of you each gain temporary hit points equal to your Monk level + your Wisdom modifier. Those creatures become bonded to your dream for up to 24 hours, or until they no longer have these temporary hit points. While bonded with a creature in this way, you may telepathically communicate with them if they are within 60 feet, and they have advantage on saving throws against being frightened. Dreamer's Insight At 11th level, the dreamer can sometimes tap into knowledge their conscious mind cannot understand, giving brief flashes of insight during combat and letting them make last minute changes to their movements. When a creature hits you with an attack, you can spend 2 ki points as a reaction to gain insight into their future attacks. Until the end of your next turn, you don't provoke opportunity attacks from that creature, and their attack rolls against you have disadvantage. Waking Dream At 17th level, you have spent so much time within The Dream that it and the real world blur together, altering your mind beyond mortal recognition. You are immune to psychic damage and the charmed and frightened conditions, and can always percieve illusions for what they are. In addition, if any creature attempts to charm you, frighten you, or read your thoughts, they must make an Intelligence saving throw, or take psychic damage equal to your monk level.
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