Dream Weaver (5e Class)

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Dream Weaver

"In my world spirits flit about, there is no sound, and it's cold. Why is this world so separate from their dreams. I have been having strange dreams lately. Dreams of untapped power and adventure I long to experience. It is nothing for me to change these dreams, craft them, even force them on others. Why would I though? Why am I an outsider to these people is it because I hold abilities foreign to them. Is it because they do not understand the bridge I create. A bridge between dreams and reality. I can tell they fear me, as they should...I can make your wildest Dreams come true...and your worst nightmares."

Dream Weaving is a sacred art involving tapping the Dreamscape and pulling dreams of fancy or nightmare out of the mind and manifesting it into a physical form. The ability to do so passed down from the lost Dragon God Ugin who had long mastered the art of converting raw aetheric power into spells and even physical entities. These spells he taught to a small group of mages in Netheril before fleeing to the Feywild where it is believed he had taken his final rest. The mages who used Dream Weaving attempted to uphold Ugin's traditions by honing their skills, however fear that the power they could wield would be claimed by evil forces they instead chose to claim the spells they used were simply illusions given form by the mythallars of The Netherese Empire, however, this was an obvious ruse. The manifestations were much more than simple illusions they were machinations of the mind given substance through the source of all magic. After the fall of the Netherese Empire it was believed many if not all of the Dream Weavers had been killed or died during the times of troubles following the fall of Mystra. In actuality what remained of the Dream Weavers took advantage of the confusion and instead chose to fashion a portal to the feywild in hopes that they could be reunited with their ancient master wherever he calls home. In the darkest corners of the feywild where the dreams are strongest the Dream Weavers await the return of the lord while mastering their sacred arts.

Creating a Dream Weaver

Several points to think about when creating a Dream Weaver.

You are not a front lines fighter although you can be, as a Dream Weaver you will find yourself boosting your allies and hindering your enemies.

Your power over dreams allows you to create powerful manifestations that can and will fight for you. This does however take a toll on the character.

Deeper so, what would have encouraged you to leave your home in the Feywild, how did you get there, and why does your magic take the form of dreams.

Also make sure to talk with your DM as this class can be very powerful and requires a good amount of communication with the DM

Quick Build

You can make a Dream Weaver quickly by following these suggestions.

First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose Short Sword, Dagger, Leather Armor, and Dungeoneers Tools.


Class Features

As a Dream Weaver you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dream Weaver level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dream Weaver level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Long Bows, and Short Swords
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

  • (a) Short Sword, or Short Bow or (b) Dagger or (c) Handaxe
  • (a) An Explorer's Pack or (b) An Dungeoneer's Pack
  • A Shortbow with 20 Arrows
  • Leather Armor, and a Component Pouch
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Dream Weaver

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Dream Walk, Dream Eater (1d6), Spellcasting, Dream 2 2 2
2nd +2 2 3 3
3rd +2 Dream Path 2 5 4 2
4th +2 Ability Score Improvement, Dream Eater (1d8) 3 6 4 3
5th +3 Extra Attack 3 8 4 3 2
6th +3 Uncanny Dodge 3 9 4 3 3
7th +3 Path Feature 3 10 4 3 3 1
8th +3 Ability Score Improvement, Dream Eater (1d10) 3 11 4 3 3 2
9th +4 3 13 4 3 3 3 1
10th +4 Path Feature 4 14 4 3 3 3 2
11th +4 Extra Attack (2) 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement, Dream Eater (2d6) 4 16 4 3 3 3 2 1
13th +5 4 18 4 3 3 3 2 1 1
14th +5 Path Feature 4 19 4 3 3 3 2 1 1
15th +5 4 20 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Dream Eater (2d8) 4 21 4 3 3 3 2 1 1 1
17th +6 4 22 4 3 3 3 2 1 1 1 1
18th +6 Path Feature, Dream Eater (3d8) 4 23 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 24 4 3 3 3 3 2 1 1 1
20th +6 Dream Release 4 25 4 3 3 3 3 2 2 1 1

Dream Walk

The first signature ability of the Dream Weaver. Dream Weavers do not sleep instead, they meditate and as an action can astral project themselves onto the Dreamscape leaving their physical form behind in a meditative state. The Dreamscape being a plane between our world and dreams, allows the Dream Weaver to glimpse into people's dreams as if they were bubbles floating in reality even choosing to enter these bubbles with the Dream Feature. They can also choose to end their projection with an action. While in this state the Dream Weaver can move through solid matter and is unaware of their surroundings, however, upon ending the projection the Dreamweaver is returned to their body and becomes aware of their surroundings.

Dream Eater

The second signature ability of the Dream Weaver. The Dream Weaver as an action can feed on the dreams of another creature within 5 feet while in the Dream Walk state and gain (1d6) Temporary HP. When a Dream Weaver feeds on a Dream it pulls a small amount of psychic energy from its target. Doing this can drastically change the dream as such the target must make a Wisdom save against the caster's Spellcasting DC. The Dream Weaver then can choose which form the Dream takes only after they declare the use of this feature but before the contest is rolled.

  • Fantasy - The target has disadvantage on the Wisdom save. On failed save, the fantasy ensures the target sleeps peacefully throughout the night staving off nightmares and granting half the Temporary HP rounded down to the target (min. 1). The Dream Weaver gains the same temporary HP. However, on success, the Dream Weaver is forced out of the Dream, the Dream Walk state ends prematurely, and the Dream Weaver cannot receive any temporary hit points from this feature till the start of their next turn. A save is not required if the target is friendly or willing.
  • Nightmare - On failed save, the nightmare causes the target creature to take psychic damage equal to your Intelligence modifier plus 1d8 and the target is now unable to attack for one turn. The Dream Weaver gains temporary HP equal to the damage. However, on success the Dream Weaver is forced out of the Dream, the Dream Walk state ends prematurely, and the Dream Weaver cannot receive any temporary hit points from this feature till the start of their next turn.

The Damage and HP Die increase as denoted on the Dream Weaver Progression Table

Dream

The Dream Weaver can communicate through the dreams of other creatures over long distances. To do this, the dream weaver, or a willing creature they are touching, as a free action must enter a trance, during which they can sense their surroundings but cannot act or move. The creature in the trance, or the Dream Weaver, can end the trance using their reaction at any time. Upon entering this trance, the dream weaver chooses a target they know personally that is currently on the same plane as themselves. If the target of the dream feature is asleep, the creature in trance appears in their dreams in any form they wish and can communicate with the target as well as shape the dreams to their will. If the target is not asleep, the trance ends immediately. While in another creature's dream, the creature in trance can cause the target to have a nightmare, engaging in a Wisdom contest with the target. On a success, the target does not gain any benefit from the rest during which they were sleeping and takes psychic damage equal to the dream weaver's dream die. On a fail, the trance ends immediately. If another creature in a trance attempts to enter the dream of the target, the two creatures engage in a wisdom contest. Whichever creature loses the contest ends their trance immediately

Spellcasting

The Dream Weaver focusing its study on arcane techniques to learn spells and spell variants using the techniques passed down to them through the generations from their original teacher Ugin.

A Dream Weaver only knows a portion of the spells in their spell list as defined by the Dream Weaver Table and can cast them without preparation. Intelligence is your spellcasting ability for your Dream Weaver spells, since you learn your spells through dedicated study and memorization as well as blind luck. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC for a Dream Weaver 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

Dream Path

At 3rd level The Dream Weaver chooses a path to their dreams.

This path grants the Dream Weaver a feature at 3rd level, 7th level, 10th level, 14th level, and 18th level. Dream Paths

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Dream Release

At 20th level, dreams are no longer sacred. As an action the Dream Weaver chooses a creature that it can see within 60 feet and creates a Dream Burst causing the creatures dreams to overload then explode, each creature in a 40-foot-radius sphere centered on the chosen creature must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 psychic damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times equal to half of your Intelligence modifier (minimum of one), and you regain all uses of this feature after you finish a long rest.

Dream Paths

Path of the Dream Warrior

The Dream Weaver realizes there is strength in the Dreamscape. As such they call upon the Dreamscape to send their the allies to aid them in battle.

Dream Guides

at 3rd level as an action the Dream Weaver can choose to summon fey spirits that take the form of Beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

  • One fey of challenge rating 2 or lower
  • Two fey of challenge rating 1 or lower

The chosen creature then appears in an unoccupied space that you can see within range. The chosen creature disappears when it drops to 0 hit points or when the spell ends.

  • The creature is friendly to you and your companions for the Duration. Roll initiative for the creature, which has its own turns.
  • It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment.
  • If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.
  • If your Concentration is broken, the creature doesn't disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might Attack.
  • An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the creature's Statistics. You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

There also cannot be more than one summon of Dream Guides active at the same time.

To cast Dream Guides again the Dream Weaver must dismiss their previous summons.

Spirit Weapons

At 7th level you have learned deeper secrets of the Dreamscape.

As such you can call upon the Dreamscape to wrap your weapons in Psychic energy as a bonus action. Increasing your weapons by (2d6) Psychic damage this damage can stack with Spirit Weapon Mastery.

The spell lasts a number of rounds equal to your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Dream Guardian

at 10th level as an action the Dream Weaver can summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower.

The Chosen Creature then appears in a 5 foot cube of unoccupied space within range that is visible to the caster. The chosen creature disappears when it drops to 0 hit points or when the spell ends.

  • The creature is friendly to you and your companions for the Duration. Roll initiative for the creature, which has its own turns.
  • It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment.
  • If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.
  • If your Concentration is broken, the creature doesn't disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might Attack.
  • An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the creature's Statistics.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

There also cannot be more than one summon of Dream Guides active at the same time.

To cast Dream Guardians again the Dream Weaver must dismiss their previous summons.

Spirit Weapon Mastery

at 14th level you have Mastered your connection to your new weaponry.

As such you can take an action call upon the Dreamscape to wrap your weapons in psychic energy. Increasing your weapons by (2d8) Psychic damage This damage can stack with Spirit Weapon.

The spell lasts a number of rounds equal to your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Spirit Warrior Mastery

at 18th level The Dream Weavers ability to manipulate the Dreamscape has reached its peak allowing them to conjure twice as many fey whenever using Dream Guardian's or Dream Guide's. This also allows the Dream Weaver to summon Dream Guide's and Dream Guardian's as a bonus action.

Path of the Dream Shaper

The Dream Weaver realizes there is strength in Dreams. As such they begin harnessing the power of dreams into a tangible force.

Dream Blast

At the 3rd level, as a bonus action, the Dream Weaver can focus the power of their enemy's nightmares into the palm of their hand before sending a ball of nightmare streaking toward a creature within range. The Dream Weaver makes a ranged spell attack against the target. On a hit, the target takes 1d10 Psychic damage.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Dream Shield

at 7th level the Dream Weaver can use an action or as a reaction can form an (in)visible barrier of dreams to protects the Dream Weaver or a creature within 15 feet.

Until the start of the Dream Weavers next turn, the targeted creature has a +5 bonus to AC, including against the triggering attack, and they take no damage from the spell magic missile.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Dream Storm

at 10th level as an action the Dream Walker can choose to cause a Dream Burst, releasing enemies nightmares within a 20 foot tall cylinder with a 40 foot radius centered on a point the Dream Weaver chooses within 120ft. The area is heavily obscured by swirling nightmares, and spells casted within have disadvantage.

The ground in the area is covered with nightmarish arms that grasp at enemies, making it difficult terrain.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

The spell lasts a number of rounds equal to half your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Nightmare Cage

at 14th level, as an action, the Dream Walker can summon an immobile, invisible, cube-shaped prison composed of nightmare into existence around an area they choose within range.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2 inch diameter bars spaced 1/2 inch apart.

When The Dream Weavers casts the spell, any creature that is completely inside the cage's area is trapped.

Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by non-magical means.

If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect.

The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic.

The spell lasts a number of rounds equal to half your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Storm of Nightmares

at 18th level, as an action, the Dream Weaver can summon a literal storm of nightmares.

  • A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round the Dream Weaver maintains concentration on this spell, the storm produces additional effects on their turn.

  • Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
  • Round 3. The Dream Weaver calls six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  • Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
  • Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Once you use this feature, you can not use it again until you finish a long rest.

Path of the Dream Reaper

The Dream Weaver realizes there is strength in Allies. As such they begin stealing dreams from their enemies and using that power to aid their allies.

Vampiric Death Ward

Starting at 3rd level as an action the Dream Weaver touches a willing creature and grants it a measure of protection from death. At the end of the Dream Weavers next turn the spells explodes healing all allies within 15 feet of the target. This explosion causes a surge of psychic energy that boost a players natural regeneration allowing them to immediately expend a number of hit die equal to 1/2 the casters level (min 1.) to restore health . The amount of health restored cannot heal a creature beyond it maximum hit points. Also should the target drop to half its hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell will detonate prematurely.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell detonates prematurely.

You may use this feature a number of time equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Guiding Nightmares

at 7th level as an action the Dream Weaver can summon a nightmare and send it flying toward a creature of their choice within range then make a ranged spell attack against the target.

On a hit, the target takes 4d8 Psychic damage, and the next attack roll made against this target before the end of your next turn has advantage.

At the start of the Dream Weavers next turn the nightmare will explode causing an explosion of healing to all allies within 15 feet range.

This explosion causes a surge of psychic energy that boost a players natural regeneration allowing them to immediately expend a number of hit die equal to 1/2 the casters level (min 1.) to restore health .

The amount of health restored cannot heal a creature beyond it maximum hit points.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

The Dreamweaver can choose to increase the damage die by 1d8 expending additional uses. (Max 9d8)

Lingering Nightmare

at 10th level as an action the Dream Weaver can unleash a virulent nightmare on a creature that you can see within range. The target must make a Constitution saving throw.

On a failed save, it takes 10d8 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1.

If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.

Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

At the end of the Dream Weavers next turn the nightmare explodes healing all allies within 15 feet of the target.

This explosion causes a surge of psychic energy that boost a players natural regeneration allowing them to immediately expend a number of hit die equal to 1/2 the casters level (min 1.) to restore health .

The amount of health restored cannot heal a creature beyond it maximum hit points. You may use this feature a number of times equal to half of your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Dream Another Dream

at 14th level as an action The Dream Weaver can touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead.

If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died.

It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal.

The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes the caster greatly.

Until the Dream Weaver finishes a long rest, they can't cast spells again, and they have disadvantage on all attack rolls, ability checks, and saving throws.

You may use this ability a number of times equal to half of your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

The ability also requires the expenditure of diamonds whose worth total 200gp or more

Eternal Dream

Starting at 18th level as an action the Dream Weaver can touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.

If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died.

The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case the caster must speak the creature's name.

The creature then appears in an unoccupied space you choose within 10 feet of the caster.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

The ability also requires the expenditure of a diamond worth 500 gp or more

Dream Weaver Spell List

You learn any of the spells on the basic Dream Weaver spell list and additional spells based on your subclass.

Cantrips

Chill touch, guidance, lightning lure, light, mage hand, sacred flame, spare the dying, thaumaturgy, thunderclap, toll the dead, true strike

1st Level

Burning hands, cause fear, comprehend languages, detect magic, earth tremor, faerie fire, guiding bolt, hellish rebuke, inflict wounds, mage armor, shield, sleep, thunderwave

2nd Level

Aid, invisibility, lesser restoration, mind spike, misty step, prayer of healing, shatter, silence

3rd Level

Animate dead, counterspell, dispel magic, fear, fly, haste, mass healing word, phantom steed, slow, water walk

4th Level

Banishment, blight, charm monster, death ward, dimension door, greater invisibility, hallucinatory terrain, phantasmal killer

5th Level

Dominate person, dream, hold monster, legend lore, synaptic static, scrying, wall of force, wrath of nature

6th Level

Arcane gate, find the path, mass suggestion, mental prison, scatter, heroes' feast, true seeing

7th Level

Finger of death, plane shift, power word pain, symbol

8th Level

Antimagic field, earthquake, power word stun

9th level

Foresight, gate, power word kill, true polymorph

Multiclassing

Prerequisites. To qualify for multiclassing into the dream weaver class, you must meet these prerequisites: 13 Intelligence.

Proficiencies. When you multiclass into the dream weaver class, you gain the following proficiencies: light armor, simple weapons.


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