Dreamscaper (5e Subclass)

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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.

Dreamscaper Spells
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: The marked target has disadvantage on any attack roll that doesn’t target you, focusing it’s subconscious on your presence.
  • 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/frightened by you until the mark ends. You cannot switch bettwen frightened and charmed once the effect succeeds.

You can use this feature a number of times equal to your Wisdom modifier (min. 1), and you regain all your marks after a long rest.

Collective Unconscious

Your training has allowed you to sense others' minds, both awake and in deep sleep. Starting at 3rd level, you can use your action to feel for other’s presence, seeking out their minds. You can sense how many creatures are around in a 100 feet sphere, centered on you. If any creature is unconscious when using this feature, you know their position and creature type. You can choose specific creatures (like allies) to be exempt from this effect.

Trained Psyche

Your link to dreams has trained your mind to always be comfortable and stable. At 7th level, you gain advantage in Wisdom saving throws, as well as advantage on saving throws against being frightened or charmed.

Subconscious Mark

Your control over a marked target's mind expands to others around them. At 11th level, your options from the Trance Mark feature improve.

  • Entrance: Additionally, you can teleport with dream-like etherealness to a position within 30 feet of the target, using the marked target’s subconscious to move unnoticed. Your next attack against it is made with advantage.
  • Distress: The extra Psychic damage increases to 2d4. Additionally, when the marked target is hit by your attack, creatures within 5 feet of the mark take half the damage from this feature, feeling a sharp attack on their psyche.
  • Beguile: Additionally, you can attempt to make the target unconscious, blind, or deaf using the same Wisdom saving throw, altering the marked target’s senses until the mark ends. You can only apply one of these effects at a time.
Unified Mind

You have attuned your own consciousness to others, allowing you to tap into their minds for protection. At 15th level, when you are subjected to an effect that allows you to make a saving throw to take half damage, you can immediately succeed in that saving throw and immediately deal the same amount of damage you took as Psychic damage to the creature that forced that roll, sharing your pain with them. Once you use this feature, you can't use it again until you finish a short or long rest.

In addition, you gain resistance to psychic damage.

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