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Sleepwalker

An idealistic teenager falls asleep, pushing aside thoughts of bullies and dreaming of angels. As he begins to dream, the angels pull his body from bed and imbue his body with divine might.

The anointed hero of her tribe drops into a meditative state, offering her body as a weapon that the spirits of her ancestors may use. They pour secret knowledge into her and animate her to defend her people.

In the streets, a man called crazy by those of his city listens the arguing voices of demons, and agrees that they can borrow his body if they can just leave it somewhere warm when they're done.

These sleepwalkers are defined by the ideals they imagine and the extraplanar forces called "hosts" who they allow to control their sleeping body. The hosts honor their vision and passion, but not always their bodies. The sleepwalker allows their body to be a puppet of the hosts in service of these goals in exchange for supernatural power.

For some, the dreams that attracted the attention of their hosts are noble, and imagine a better world. Others sense that they have been treated unfairly and want to get what they deserve. But all sleepwalkers are driven by forces aligned with their dreams that grant supernatural endurance, versatile skills which are not always reliable, and arcane abilities empowered by their hosts.

(Recurring Dreams of: Debt (vengeance, reparations); Ancestors (heritage, obligation, identity); Power)

Creating a Sleepwalker

When creating a sleepwalker character, think about the ideals that shape your dreams. Decide if these ideals are present in your waking life, or if they are aspirational. Are they brave and adventurous in their waking life, so that their sleeper self is an extension of their natural personality? Or are they someone wholly different in their dreams, so that their sleepwalker self is living out an internal fantasy? Did you have a supernatural experience in waking life that lead to a deal with supernatural entities?

What are your hosts like -- how many of them are there, and how do they get along with one another? What was it about your dreams that attracted supernatural attention? Do your hosts respect you as a paragon of your ideals, or do they use you in spite of some flaw that is evident to them? Perhaps you are an explorer who has unearthed an ancient tomb of powerful forces which have touched your dreams. Or you might be a vigilante with a thirst for justice who can tap into the powers of a forgotten pantheon.

Class Features

As a Sleepwalker you gain the following class features.

Hit Points

Hit Dice: 1d12 per Sleepwalker level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Sleepwalker level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: You are proficient in Investigation, Athletics, and one more skill of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Greatclub or (b) Quarterstaff
  • (a) 2 handaxes or (b) Sling
  • (a) Dungeoneer's pack or (b) Scholar's pack
  • Memento of waking life

Table: The Sleepwalker

Level Proficiency
Bonus
Reckless
Determination
Die
Features Recurring Dreams
/ Spells Known
Cantrips
Known
Spell
Slots
Spell
Slot
Level
1st +2 - Dream Archetype - - - -
2nd +2 - Recurring Dreams 2 - - -
3rd +2 - Dream Magic 2 2 1 1
4th +2 1d4 Ability Score Improvement, Reckless Determination 2 2 1 1
5th +3 1d4 Extra Attack 3 2 2 1
6th +3 1d4 Dream Archetype Feature 3 2 2 1
7th +3 1d4 Somatic Strike 4 2 2 2
8th +3 1d4 Ability Score Improvement 4 2 2 2
9th +4 1d6 5 2 2 2
10th +4 1d6 Dream Archetype Feature 5 3 2 2
11th +4 1d6 5 3 3 2
12th +4 1d6 Ability Score Improvement 6 3 3 2
13th +5 1d6 6 3 3 3
14th +5 1d8 Dream Archetype Feature 6 3 3 3
15th +5 1d8 7 3 3 3
16th +5 1d8 Ability Score Improvement 7 3 3 3
17th +6 1d8 7 3 4 3
18th +6 1d8 8 3 4 3
19th +6 1d8 Ability Score Improvement 8 3 4 4
20th +6 1d10 8 3 4 4

Sleepwalker Abilities

Recurring Dreams

Beginning at 2nd level, some of your Hosts play dominant roles in your dream life, and their presence grants you specific abilities.

At 2nd level, you gain recurring dreams of your choice. Your dream options are detailed at the end of the class description. When you gain certain sleepwalker levels, you gain additional recurring dreams of your choice, as shown in the Recurring Dreams column of the Sleepwalker table.

Additionally, when you gain a level in this class, you can choose one of the recurring dreams you know and replace it with another recurring dream that you could learn at that level.

If a recurring dream has prerequisites, you must meet them to learn it. You can learn the recurring dream at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Forceful Burst

Prerequisite: sword burst cantrip

When you cast sword burst, add your Intelligence modifier to your spell save DC.


Beyond Limits

You can cast jump on yourself at will, without expending a spell slot or material components.


Double Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.


Sleep in Dreams

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.


Beast Speech

You can cast speak with animals at will, without expending a spell slot.


Host Tongue

You gain proficiency in the Deception or Persuasion skills, and learn one language of your choice.


Lullabye

Prerequisite: 7th level

You can cast sleep once using a sleepwalker spell slot. You can’t do so again until you finish a long rest.


Dream Companion

You can cast Find Familiar once as a ritual without needing to know the spell or spend any components or spell slots on it.


Cover of Night

Prerequisite: 7th level

As a bonus action, you can surround yourself with a magical aura of darkness. This functions as the Darkness spell with a five foot radius which is centered on you. You are able to magically see in this darkness. Once you use this dream, you can’t use it again until you finish a short or long rest.


Third Person Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


Nightmare Fatigue

Prerequisite: 9th level

You can cast confusion once using a sleepwalker spell slot. You can’t do so again until you finish a long rest.


Dream Logic

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.


Faint Telepathy

You can cast detect good and evil at will, without expending a spell slot.


Poison Reach

Prerequisite: poison spray cantrip

When you cast eldritch blast, its range is 60 feet.


Ancient Ears

You can understand all spoken languages


Dream Journal

Prerequisite: 7th level

With your permission, a creature may use their action to write their name in your sleep journal, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.


Sleepless Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.


Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.


Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this dream, you can’t use it again until you finish a short or long rest.


Autonomic Hypnosis

Prerequisite: 7th level

You no longer need to eat, drink, or breathe. You are immune to disease, gain advantage on saving throws vs poison, and have resistance to poison.


Elusive Continuity

When you are targeted with a spell of up to 5th level by a friendly creature, you may make a saving throw against the spell save DC of creature casting the spell. If you succeed, the creature does not expend a spell slot.


Hypnotic Draw

When a creature within 30 feet of you uses a move action, as a reaction you may require them to make an Intelligence saving throw. If they fail, their movement is slowed by half, unless they spend it to move in a straight line toward you.


Visage of the Host

You can cast disguise self once per short rest, without expending a spell slot. The effect of the spell lasts until you take a short rest.


Form of the Host

Prerequisite: 17th level

You can cast alter self once per short rest, without expending a spell slot.The effect of the spell lasts until you take a short rest.


Greater Dream Companion

Prerequisite: 9th level

You may cast Find Greater Steed using a sleepwalker spell slot. A nightmare may be selected as a steed option. The steed returns to the plane of your hosts when you take a long rest.


Mire the Mind

Prerequisite: 7th level

You can cast slow once using a sleepwalker spell slot. You can’t do so again until you finish a long rest.


Dream Vision

You can cast silent image at will, without expending a spell slot or material components.


One with Shadows

Prerequisite: 7th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.


Summoning Smoke

Prerequisite: poison spray cantrip

When you hit a creature with poison spray, you can pull the creature up to 10 feet toward you in a straight line.


Dominating Dream

Prerequisite: 9th level

You can cast polymorph once using a sleepwalker spell slot. You can’t do so again until you finish a long rest.


Shroud of Shadow

Prerequisite: 17th level

You can cast invisibility at will, without expending a spell slot.


Wake up

As a reaction when you take damage, your physical body may rouse from its sleeping state. When this happens, the shock of taking in your surroundings changes your current hit points to 1, no matter what they had been before, and you may immediately take a Retreat action,. Any active sleepwalker spell effects you have cast, and all active effects from Recurring Dreams, immediately cease. You may not use sleepwalker class features again until you are able to take a short rest.


Trickster's Escape

Prerequisite: 9th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.


Visions of Distant Realms

Prerequisite: 17th level

You can cast arcane eye at will, without expending a spell slot.


Whispers of the Grave

Prerequisite: 11th level

You can cast speak with dead at will, without expending a spell slot.

Dream Magic

When you reach 3rd level, you hosts gain the ability to cast magic through your body. See Spells Rules for the general rules of spellcasting and the sleepwalker spell list.

Cantrips

You learn two cantrips of your choice from the sleepwalker spell list. You learn an additional sleepwalker cantrip of your choice at 10th level.

Spell Slots

The sleepwalker spellcasting table shows how many spell slots you have to cast your sleepwalker spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short rest.

For example, if you know the 1st-level spell jump and have a 1st-level and a 2nd-level spell slot available, you can cast jump using either slot.

Spells Known of 1st-Level and Higher

At 1st level, you know two 1st-level spells of your choice from the sleepwalker spell list.

The Spells Known column of the sleepwalker table shows when you learn more sleepwalker spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new sleepwalker spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the sleepwalker spells you know and replace it with another spell from the sleepwalker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your sleepwalker spells, since you voluntarily merge the magical reality of your hosts' world with your own when you cast them. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sleepwalker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Reckless Determination

Starting at 4th level, your hosts are able to animate your body beyond the limits of your self-protective instincts. Whenever you roll a d20 and add your Strength, Dexterity, or Constitution modifier, you may choose to do so with reckless determination. Doing so allows you to add your Reckless Determination die to your roll, but you lose a number of hit points equal to the roll as your body is pushed beyond its limits.

Somatic Strike

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Dream Archetypes

Ideals are solidified in every sleepwalkers mind to the point that these thoughts form recurring dreams in the sleepwalker. Different ideals attract different kinds of hosts, each which bring their own attitude. For some, it is a mutually beneficial partnership. For others, it is a constant conflict manifesting as both internal and external strife.

Dreams of Debt

Sleepwalkers who have dreams about debt, things borrowed and owed, or crushing losses and gains at a great price attract hosts driven by ideals related to property, justice, or vengeance.

Dreams of Ancestors

Sleepwalkers who have dreams about ancestors, whether it be literal blood relatives, the spirits of important teachers and mentors, or a pantheon of demigods or deities usually have a strong sense of obligation to their heritage.

Dreams of Power

Sleepwalkers who have dreams about power might imagine supernatural strength or arcane abilities, but this usually stems from either feelings of powerlessness or anger in waking life.

Sleepwalker Spell List

Cantrips

  • Blade Ward
  • Resistance
  • Create Bonfire
  • Mage Hand
  • Poison Spray
  • Produce Flame
  • Sword Burst

1st Level

  • Absorb Elements
  • Mage Armor
  • Protection from Evil and Good
  • Sanctuary
  • Shield
  • Shield of Faith
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Grease
  • Hail of Thorns
  • Ice Knife
  • Tenser's Floating Disk
  • Unseen Servant

2nd Level

  • Aid
  • Arcane Lock
  • Lesser Restoration
  • Pass Without Trace
  • Protection from Poison
  • Warding Bond
  • Cloud of Daggers
  • Dust Devil
  • Find Steed
  • Flaming Sphere
  • Misty Step
  • Web

3rd Level

  • Beacon of Hope
  • Counterspell
  • Dispel Magic
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Call Lightning
  • Conjure Animals
  • Conjure Barrage
  • Create Food and Water
  • Hunger of Hadar
  • Sleet Storm
  • Spirit Guardians
  • Stinking Cloud
  • Tidal Wave

4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Freedom of Movement
  • Mordenkainen's Private Sanctum
  • Stoneskin
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Dimension Door
  • Evard's Black Tentacles
  • Grasping Vine
  • Guardian of Faith
  • Leomund's Secret Chest
  • Watery Sphere

Multiclassing

Prerequisites. To qualify for multiclassing into the Sleepwalker, you must meet these prerequisites: Intelligence 13, Constitution 13

Proficiencies. When you multiclass into the Sleepwalker class, you gain the following proficiencies: Investigation.


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