Dreamscaper (5e Subclass)
Dreamscaper[edit]
Ranger Subclass
Although most dangers occur during waking hours, there creatures and magic made to harm and torture those when they’re at their most vulnerable: their sleep. And against those aberrations of the Dream Realm came to be the Dreamscapers. Using their trained minds to augment their abilities in battle, they protect those who are targeted in their subconscious, as well as using their latent psionic dream-like abilities to control their environment. A Dreamscaper is comfortable in any terrain, as they shape it to be most favorable for them.
Learning to become a Dreamscaper is a mystery even to this day. Some rangers awaken their psionic abilities from prolonged presence to Mindflayers; others are victims of Dream Realm visitors and gain power through them, or are cursed by them; there are even worshipers of the Dream Realm who are gifted with the ability to see into others’ dreams.
No matter how they have obtained these abilities, Dreamscapers know they cannot rest until others are resting peacefully as well.
- Dreamscaper Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Dreamscaper Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | 5e SRD:Sleep |
5th | 5e SRD:Calm Emotions |
9th | 5e SRD:Hypnotic Pattern |
13th | 5e SRD:Private Sanctum |
17th | 5e SRD:Dream |
- Trance Mark
By marking a creature, the target has illusory dream-like visions that alter the perception of their terrain and the creatures around them, giving you an advantage by shifting their view of yourself and your surroundings to better hunt them.
At 3rd level, you can use your bonus action to magically mark a creature that you can see within 60 feet, for one minute. While the target is marked, you can apply one of the following effects once every turn using your bonus action until the mark ends or the target dies. You can apply an effect using the same bonus action when first applying the mark.
- Entrance: If the marked target is within 30 feet, it has Disadvantage on any attack roll that doesn’t target you until the end of your next turn, focusing it’s subconscious on your presence. This effect ends earlier if you are no longer within 30 feet of the marked target.
- Distress: Your attacks against the marked target deal an extra 1d4 Psychic damage, pressuring them with a nightmarish sensation. This extra damage can only occur once per turn.
- Beguile: You attempt to charm or frighten the marked target, altering its perception of you. The target makes a Wisdom saving throw against your Ranger spell save DC. On failure, the target is charmed or frightened by you until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses after a long rest.
- Collective Unconscious
At 3rd level, your psionic connection to the Dream Realm allows you to sense the minds of others around you. As an action, you can reach out with your consciousness to detect the presence of creatures within 100 feet of you, including those who are unconscious. You can sense the location and creature type of any unconscious creatures within this range, and you may choose to exclude certain creatures (such as allies) from this effect.
- Trained Psyche
At 7th level, your mind has been tempered by constant exposure to dreams and psionic energies. You gain proficiency in Wisdom saving throws, and you have Advantage on saving throws against being frightened or charmed.
- Subconscious Mark
At 11th level, you expand your control over the minds of those marked by you. Your Trance Mark abilities improve, gaining the following enhancements:
- Entrance: You can now teleport up to 30 feet to a unoccupied space within line of sight of the marked target, becoming ethereal for a moment as you move undetected. Your next attack against the target until the end of this turn has Advantage.
- Distress: The extra Psychic damage increases to 2d4. In addition, when you hit the marked target, creatures within 5 feet of it suffer half the Psychic damage from your attack as they feel a psychic backlash.
- Beguile: You can attempt to impose one of the following conditions on the target: blinded or deafened. The target must make a Wisdom saving throw against your spells ave DC to resist. You can only impose one of these conditions at a time. This effect lasts until the end of your next turn.
- Unified Mind
At 15th level, your connection to the Dream Realm strengthens your ability to share and protect minds. You gain resistance to Psychic damage and is immune to magical effects that would interfere on your dreams or force you to sleep.
In addition, when you are subjected to an effect that allows you to make a saving throw to take half damage, you can choose to automatically succeed on the saving throw.
Finally, you deal the same amount of damage that you would have taken as Psychic damage to the creature that caused the effect, sharing your pain with them. Once you use this feature, you cannot use it again until you finish a short or long rest.
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