Dream Rogue
This subclass possesses the ability to induce sleep at will and harnesses the power of dreams to influence and manipulate others. By tapping into the subconscious realm, they can lull foes into slumber and use the very fabric of dreams to weave intricate illusions and psychological tactics.
Dream Tokens
These are tokens that enable you to harvest the power of the dream realm to your favour and modify dreams. You get an amount of "Dream Tokens" equal to your level.
Spellcasting
Some abilities require casting spells or using magical abilities. For these abilities you have a spell casting DC (also called your Dream DC) and spell attack modifier.
Spell Save DC
Spell attack modifier
Sneaky Dream
When you successfully perform a sneak attack against a target that hasn't acted in the initiative order yet, you can activate this effect: The target must make a Wisdom saving throw against you Dream DC or fall asleep and dream for a number of turns equal to half your level (rounded down). The target can reroll the saving throw at the start of each of its turns to end the effect. This ability doesn't work against creatures that can't sleep or dream.
Dream Stepping
Also at 3rd level, you can enter people's dreams by touching a sleeping creature. Your mind is transported into a realm created from the creature's subconscious. You can act as you like in this world and communicate with the dreaming creature's dream-version as if it is the actual creature himself. The dream is based on reality - every one of the little details in it exist in reality, but they are arranged together in an order of the dreaming creator's subconscious choice. You cannot leave the dream willingly; if you die in the dream or the dream ends, you are forced out. If the dreaming creature dies in the dream, the dream ends. Every minute in the dream is equal to one round or 6 seconds outside the dream. This ability doesn't work against creatures that can't sleep or dream.
In the dream, you can cast spells from the "School of Illusions" spell list by spending Dream Tokens equal to their spell level, but only if their spell level is smaller than half your level (rounded up) by at least 1. You can check if a detail in the dream actually depicts real life (whether it is accurately based on real life) by rolling an insight check with a DC equal to 10 + the dreaming creature's proficiency bonus + the dreaming creature's wisdom modifier. Your memories from the dream are not perfectly preserved so you can't learn new skills, abilities or spells from inside the dream realm. The dreaming creatures remembers most of what happened in the spell even after its over. You can use this ability to extract information from creatures' minds, to incept ideas into them, or to even finding creatures' weaknesses or bend the borders between dream and reality to deceive them.
Additionally, you gain "Planning Ahead".
Planning Ahead
If you kill the dream version of a creature in a dream (which means a version of that creature that is in someone's dream, not in real life) then the killed creature's name is written on your dagger.
The number of names that can be written on your dagger at any given time is equal to your proficiency modifier. When a new name is added the oldest one disappears.
The creature whose name is written on your dagger has disadvantage on the next saving throw he rolls against you (when this effect occurres the creature's name is erased from the dagger).
A creature can have its name written multiple times on the dagger (if you killed it multiple times), thus giving him disadvantage on multiple saving throws in the future.
Remote Step
Starting at 9th level, you master dream control. You can use "Dream Stepping" on any creature you know by name or by general appearance (thus giving you the ability to enter the dreams of creatures you don't touch). If the target is not sleeping, they will sense your attempt to enchant them and you take 2d10 force damage. This ability costs 3 Dream Tokens.
Master of Dreaming
At 13th level, when you successfully sneak attack a creature, you can remove 3d6 from the sneak attack hit die bonus to attempt to sneak attack another time (on the same creature or a different one), which takes no damage from the attack but is still affected by effects or features like "Sneaky Dream" if applicable. You can do this any number of times until the remaining sneak attack bonus for this attack is less than 3d6.
Additionally, choose 2 of the following features to get:
Dream Control
You know the exact location of each creature you activated "Dream Stepped" on while they are dreaming and for up to 30 minutes after their dream ends (this applies for every creature whose dream you entered using the "Dream Stepping" feature). Additionaly, while in the dream you can see through objects and walls, gain "True Sight", your movement speed is doubled and you can cast "Teleport" as a bonus action by spending 2 dream points.
Dream Travel
While dream stepping, you can move to another creature's dream by touching its version in the current dream you're in. If the target is not sleeping, they will sense your attempt to enchant them and you take 2d10 force damage. Every minute in this inner dream is equal to one round or 6 seconds in the outer dream, and this effect can stack (if you enter a dream inside the inner dream the time will get even slower - by a factor of 10).
Dream Door
When a willing creature's dream ends while you are in that dream you can teleport next to that creature in reality. A willing creature can be one that agreed to this effect while being manipulated inside of his own dream.
Just a Dream?
At 17th level, when you sneak attack someone in their dream, they wake up and suffer the effects of your sneak attack as if it were real. This ability costs 3 Dream Tokens.
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