Dream Walker

by NobodyBrews

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Ranger Archetype:

Dream Walker

Dream Walkers are mystics who possess the ability to travel through the dreams of others. They can soothe troubled minds, and aid others in their healing journeys, putting their minds at ease, and guiding them forward.


They are generally quieter than most, leading their lives on a thin line between real and imaginary. Their eyes always seem to gaze far beyond the horizon, as if looking beyond the veil of reality, into a world only they can perceive. Walking as if floating, their hair and clothes gently swaying as if a gentle breeze were constantly present around them, they leave the impression they are only half there.

Dream Walker Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Dream Walker Spells table. Each 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 Sleep
5th Calm Emotions
9th Catnap
13th Greater Invisibility
17th Dream

Dreamer's Slumber

When you choose this archetype at 3rd level, you no longer need to sleep. Instead, in order to gain the benefits of a long rest, you wander through others' dreams, admiring the fantastical visages their minds are able to conjure. Within their dreams, you can choose to either be undetectable or appear as a figurant, but you cannot interact with the dreamer or affect the dream in any significant way.

Additionally, you can no longer be put to sleep through magical means.

Nightmarish Visages

Beginning at 3rd level, once per turn, when you hit with an attack, you can pry into a creature's mind, causing it to see horrible visages, and you deal an additional 1d8 psychic damage, which scales up to 2d8 when you reach 15th level.

Additionally, when you reach 11th level, with this feature, you can also force the creature to make a Wisdom Saving Throw against your spell save DC. On a failed save, the creature is stunned until the end of your next turn. You can use this ability once, and you must finish a short or long rest before you can use it again.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Soothing lullaby

At 7th level, during a short rest, you can spend 10 minutes in a meditative state, channeling your magic. In doing so, you may conjure a soothing melody, audible only in the minds of your companions. Pick a number of willing creatures up to your Wisdom modifier (minimum of one), that are within 30 feet of you. At the end of the 10 minutes, they gain a number of temporary hit points equal to 1d8 + your Wisdom modifier. The number of dice increases to 2d8 at level 15. You can use this feature twice. You regain all expended uses when you finish a long rest.

Guardian of Rest

You can turn the most horrid of nightmares into soothing slumber. At 11th level, all sleeping creatures on a 10 ft radius have advantage on Wisdom saving throws made to prevent harm from spells like Dream. At the same time, creatures which can harm others through dreams, such as Night Hags, must succeed on a Wisdom Saving Throw against your Spell Save DC, otherwise they are unable to affect your asleep companion.

Additionally, you and your allies cannot be affected by Scrying during a rest, and no scrying sensors can be conjured within 10 feet of you.

Also, when you cast the spell Sleep, you can treat each casting as being one level higher than the level of the spell slot consumed.

Lucid Dream

Your ability to control and alter dream worlds has become so powerful that you can now affect conscious creatures.

Also at 11th level, as an action on your turn, you can warp a hostile creature's perception of reality. Pick a target within 30 feet of you that you can see. They must succeed on a Wisdom Saving Throw against your Spell Save DC, or they will begin to see and feel as though the terrain has begun to writhe and shift around them. This gives them disadvantage on all attack rolls and saving throws. On a successful save, however, the creature isn't affected and becomes immune to this effect for the next 24 hours. This effect requires you to focus, as if concentrating on a spell, and can last up to 1 minute. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Creatures with truesight cannot be affected by this feature.

Dreamer's Blessing

At 15th level, your perpetual existence in between the realms of real and imaginary allows you to blink back and forth between the two: you can cast Blink without expending a spell slot. You can do so twice, and you regain all expended uses when you finish a long rest.

In addition, when cast in this way, whenever you get transported into the Ethereal Plane, you can bring along one willing creature you can see within 5 feet of you. When you return, that creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

You also learn the spell Blink. It doesn't count against the number of ranger spells you know.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Created by NobodyBrews.

Polished with the help of wonderful people from The Discord of Many Things, and r/DnDHomebrew

First image belongs to Jitesh S.

Second image belongs to Wallpaper Zone.

 

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