Dream Thief (5e Class)

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Dream Thief[edit]

Dream Thieves are arcane infiltrators of the unconscious realm, threading through the dreams of others like shadows through mist. These rare individuals have unlocked the forbidden pathways between wakefulness and slumber, becoming manipulators of the dreamscape—able to glean truths hidden deep in the mind, influence behavior through nightmares, or even trap souls in eternal sleep.

They are not mere mages or spies—they are artists of the surreal, warriors of the subconscious. Whether serving as dream-bound assassins, protectors of the sleeping world, or seers using slumber as a scrying pool, Dream Thieves walk a narrow line between reality and illusion. Their power is subtle, strange, and often unsettling. But for those who master the realm of sleep, there is no thought too sacred, no secret too buried.

Prerequisites[edit]

In order to become a dream thief, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Intelligence 13. and Charisma 13. A strong mind is required to pierce through another creature's dream.
  • level 5th or higher Only a powerful individual can learn the secrets of the dreamscape and survive its dangers.
  • Proficiency in the Arcana and Insight skill. Both a knowledge of magic and the human mind are fundamental to invade people's dreams.
  • Special Ritual. Must have either experienced or caused a supernatural dream or nightmare through magical means (e.g., the dream spell, contact with a Night Hag, or similar narrative event), as determined by the DM.

Class Features[edit]

As a Dream Thief you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dream Thief level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Dream Thief level

Proficiencies

Tools: None
Saving Throws: None
Skills: None

Level Proficiency
Bonus
Features Sneak Attack
1st Mists of Slumber, Dream Scan -
2nd Dream Warrior 1d6
3rd Mental Fortification 1d6
4th Shape Self 2d6
5th Longevity 2d6
6th Dream Scout 3d6
7th Mind Over Matter 3d6
8th Sweat Dreams 4d6
9th Greater Dream Warrior 4d6
10th Eternal Slumber 5d6

Mists of Slumber[edit]

At 1st level, you can use an Action to exhale a magical mist in a 15-foot cone. Each creature in the area must make a Constitution saving throw (DC = 10 + your Charisma modifier + proficiency bonus).

On a failure, they fall unconscious for 10 minutes, or until damaged or awaken. Undead and creatures immune to the charmed condition are unaffected.

You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a Long Rest.

Dream Scan[edit]

Also at 1st level, as an Action, you can touch a sleeping creature to see what it’s dreaming. You initially learn nothing more than what the creature is dreaming about.

As another Action, you can attempt to shape the dream to reveal the state of the creature's unconscious mind. The target must make a Wisdom saving throw. On a failure, you can ask a single question, which must be answered truthfully by the target, to the best of its knowledge. On a success the creature wakes up and knows you tried to enter its dream.

You can make a number of attempts of forcing a creature to answer a question equal to your Intelligence modifier (minimum of 1). After all your attempts end, or after a success, you can't use this feature again for the next 24 hours.

Sneak Attack[edit]

Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Dream Thief table.

Dream Warrior[edit]

At 2nd level, you are no stranger to assaults on the mind. You gain resistance to psychic damage and have Advantage on saving throws against being charmed.

In addition, you can fight while inside a creature's dream. Whenever you are within a creature's dream (like via Dream Scan), you can make an attack against that creature. The creature is considered surprised by the attack, and awaken right after the attack. The damage of your attack becomes psychic. You can be damaged in the same way.

Mental Fortification[edit]

At 3rd level, you gain proficiency in Charisma saving throws, and your Charisma score increases by 1, up to a maximum of 20.

Shape Self[edit]

At 4th level, you can change your appearance at will, similar to the Change Appearance effect from the alter self spell, not requiring concentration. This transformation lasts until you choose to end it or until it is dispelled, and also ends if you fall unconscious.

If you are in the dreamscape, you can also take on the form of any creatures you see there. You retain your own abilities when you do so, only your appearance changes.

Longevity[edit]

At 5th level, you only age one month for each year that passes, and you can't be magically aged. In addition, you become immune to Necrotic damage.

Dream Scout[edit]

Starting at 6th level, you can touch a willing creature and send it to the dream of an unconscious target you know or can see. You can cast the spell dream once, without spending spell slots. Once you cast this spell, you can't do so again until you finish a long rest.

Mind Over Matter[edit]

At 7th level, your control over dreams starts to affect the physical world. As a Bonus Action, you can telekinetically move objects within 60 feet you can see, that weight up to 25 pounds.

If the object is not being held or worn, it moves up to 30 feet automatically. If held or worn, you must make a Charisma check (adding your proficiency bonus) contested by the target's Strength (Athletics) check. On a success, you pull it away and move it up to 30 feet.

You can also use this feature to interact with objects (open doors, use tools, pour liquids, etc.)

Sweet Dreams[edit]

At 8th level, once a day when you finish a long rest, you regain half your maximum hit points. You must sleep during the short rest to gain this benefit.

In addition, you are immune to magical effects that disturb dreams or sleep, such as the dream spell, or the Night Hag's Nightmare Haunting trait.

Greater Dream Warrior[edit]

At 9th level, you are now immune to being charmed or frightened condition.

In addition while in a creature's dream, you can manipulate the dream's content to influence their mental state. This works as the Phantasmal Force spell, but not requiring concentration, and you can create the illusions as a Bonus Action.

Finally the creature no longer awaken as soon as you damage it on the dream. Instead, it must be awaken from the outside, or it must use an Action to make a Wisdom saving throw, awaken on a success.

Eternal Slumber[edit]

At 10th level, as an Action, you can force a creature within 30 feet to fall in an unwakeable sleep. They must make a Wisdom saving throw. On a failure, they fall unconscious and:

  • They don't need age, breathe, eat or drink.
  • You gain resistance to all damage.
  • You stay asleep until affected by a dispel magic cast with a 9th-level slot, by a wish spell or until a specific condition you choose is met.

On a success, you can't try to use this feature again for the next 7 days. Otherwise, this ability recharges on a long rest.

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