Somnoccultist (3.5e Class)
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- 1 Somnoccultist
Making a Somnoccultist
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Complex.
|Saving Throws||Special||Spelldreams Prepared|
|2nd||+1||+0||+0||+3||Wandering Mind (1/week)||2||2||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Hypnotic Casting (+1, 1/day)||2||2||2||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Wandering Mind (2/week)||2||2||2||1||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Hypnotic Casting (+2, 1/day)||2||2||2||2||1||—||—||—||—||—|
|8th||+4||+2||+2||+6||Wandering Mind (3/week), Hypnotic Casting (+2, 2/day)||2||2||2||2||2||—||—||—||—||—|
|9th||+4||+3||+3||+6||Traveling Dream (1/week)||2||2||2||2||2||1||—||—||—||—|
|10th||+5||+3||+3||+7||Hypnotic Casting (+3, 2/day)||2||2||2||2||2||2||—||—||—||—|
|11th||+5||+3||+3||+7||Wandering Mind (4/week)||2||2||2||2||2||2||1||—||—||—|
|12th||+6/+1||+4||+4||+8||Hypnotic Casting (+3, 3/day), Traveling Dream (2/week)||2||2||2||2||2||2||2||—||—||—|
|13th||+6/+1||+4||+4||+8||Hypnotic Casting (+4, 3/day)||2||2||2||2||2||2||2||1||—||—|
|14th||+7/+2||+4||+4||+9||Wandering Mind (5/week)||2||2||2||2||2||2||2||2||—||—|
|15th||+7/+2||+5||+5||+9||Traveling Dream (3/week)||2||2||2||2||2||2||2||2||1||—|
|16th||+8/+3||+5||+5||+10||Hypnotic Casting (+5, 4/day)||2||2||2||2||2||2||2||2||2||—|
|17th||+8/+3||+5||+5||+10||Wandering Mind (6/week)||2||2||2||2||2||2||2||2||2||1|
|18th||+9/+4||+6||+6||+11||Traveling Dream (4/week)||2||2||2||2||2||2||2||2||2||2|
|19th||+9/+4||+6||+6||+11||Hypnotic Casting (+6, 4/day)||2||2||2||2||2||2||2||2||2||2|
|20th||+10/+5||+6||+6||+12||Wandering Mind (7/week), Hypnotic Casting (+6, 5/day), See Dream||2||2||2||2||2||2||2||2||2||2|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the somnoccultist.
Weapon and Armor Proficiency: Somnoccultists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a somnoccultist’s movements, which can cause his spells with somatic components to fail.
Spells: A somnoccultist casts arcane spells from the sorcerer/wizard spell list. A somnoccultist chooses and prepares her spells ahead of time in groups of three called spelldreams (see below).
To learn, prepare, or cast a spell, a somnoccultist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class against a somnoccultist's spell is equal to 10 + the spell level + the somnoccultist's Wisdom modifier.
A somnoccultist can prepare a number of spelldreams of each level as indicated on the table above. Any three different spells known by the somnoccultist can be prepared in a spelldream. The spelldream is considered to be of a level equal to the spell level (modified by metamagic feats, if applicable) of the highest-level spell in the spelldream. Metamagic is applied to the spells individually, not the spelldream as a whole (though the same metamagic feat can be applied to all three spells, if desired).
For any given spelldream, a somnoccultist can cast a spell from it without risk a number of times per day as indicated by the table below. Each spelldream has this limit individually, so a 2nd-level somnoccultist can prepare two level 1 spelldreams per day, the spells from each of which can be cast once per day without risk. A spelldream has a single pool of uses shared by each of its spells, so if a 1st-level somnoccultist prepares detect poison, detect magic, and read magic in a level 0 spelldream, he could cast any two of the spells once or any one of them twice without risk.
If a somnoccultist wishes to cast a spell from an already fully-expended spelldream, he can do so, but it comes with a risk. To do this, the somnoccultist must make a caster level check against a DC equal to 10 + (3 × the number of times past the normal limit that the somnoccultist has cast from that spelldream that day). Failure means that the somnoccultist takes Wisdom damage equal to the spelldream level + 1.
A somnoccultist does not gain bonus spells or spelldreams per day due to any high ability score.
|Level||Spells Known||Spells per Spelldream per day|
Night Terror (Su) A somnoccultist can make a nightmare-inducing touch attack a number of times per day equal to his Wisdom modifier (minimum 1). To use this ability, he must succeed on a touch attack. If he misses, no uses are expended. If he hits, the target must make a will save against a DC equal to 10 + 1/2 the somnoccultist's class level + the somnoccultist's Wisdom modifier. Failure means that the somnoccultist creates an illusion that only the target can see, hear, smell, etc. and is filled with fear. Depending on their level of failure, they are affected by a different level of illusion and a different level of fear, as shown on the table below. Both the fear and the illusion last as long as the illusion spell does. The fear is a fear effect and both the illusion and the fear are mind-affecting effects.
|Target fails save...||Illusion||Fear|
|by less than 5||Silent image||Shaken|
|by 5 or more||Minor image||Frightened|
|by 10 or more||Major image||Panicked|
Wandering Mind (Su): If the somnoccultist wishes, when he begins to rest and regain his spelldreams, he can let his unconscious mind dream while his conscious mind leaves his body and explores. He can do this a number of times per week as indicated on Table: The Somnoccultist. This functions like the arcane eye spell, except as follows. The eye is created in the same space as the somnoccultist, but the eye can move normally as defined by the spell. This ability functions for up to 10 hours at a time, but the somnoccultist can end it early by having the eye return at its normal speed to his sleeping body. However, if he is woken by outside stimuli, the eye vanishes and the somnoccultist is stunned for 2d4 minutes while his conscious mind returns, regardless of how far away the eye was. In addition to being able to see, the arcane eye can hear normally.
The initiation of this ability is supernatural, and does not function in an antimagic field. However, after it is initiated, antimagic fields do not affect it, and it functions normally in every way.
Hypnotic Casting (Ex): As a swift action, a somnoccultist can enter a hypnotic state that lasts a number of rounds equal to 1/2 his class level, rounded down. While in this state, all mind-affecting effects caused by the somnoccultist, including applicable spells, have their caster level and save DCs, if any, increased by the amount indicated on Table: The Somnoccultist. However, while in this state he takes a -2 penalty to AC and saves.
Traveling Dream (Su): While using the wandering mind ability, the somnoccultist may direct the eye to enter an adjacent sleeping living creature for 1 minute, sending them a dream, as the spell.
See Dream (Su): At 20th level, a somnoccultist can detect dreams in a 60 ft. cone. This functions as the detect thoughts spell, except that it only detects dreams, and that it cannot tell the intelligence score of the dreamers and the somnoccultist cannot detect surface thoughts. This ability also functions through the eye created by his wandering mind ability.
Additionally, he can spend 1 minute observing and subtly directing a single dreaming target's dreams. This functions as the legend lore spell, except that the somnoccultist can only learn things that the subject has knows and that it requires no material components or focus. This ability can be used a number of times per week equal to 1/2 the somnoccultist's Wisdom modifier, rounded up and minimum 1.
Dream Dependency A somnoccultist cannot cast spells or use any of his supernatural abilities granted by this class unless he has the ability to sleep and dream. For example, an elf can become a somnoccultist, but cannot benefit from most of his class features.
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Human Somnoccultist Starting Package
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Combat casting.
Bonus Feats: Ability focus (Night Terror).
Gear: Spell component pouch.
Gold: 70 gp.
Playing a Somnoccultist
Religion: Somnoccultists, due to their more meditative and abstract form of magic, are more prone to worshipping deities than most other arcane casters. When they do, they tend to either go with a deity of sleep, dreams, or magic.
Other Classes: Some somnoccultists get along very well with monks, sharing their need for strict control of their own minds. They also tend to get along with divine casters, often having philosophical discussions with them. However, they probably get along best with psionic characters, as they both draw their abilities from the mind, albeit different aspects of it.
Combat: Somnoccultists usually play a role somewhere between that of the wizard and that of the sorcerer, preparing both utility and attack spells in their spelldreams so that they can cast both.
Somnoccultists in the World
Daily Life: .
NPC Reactions: .
Characters with ranks in Knowledge (Arcana) can research somnoccultists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Somnoccultists are arcane casters who dream about spells in order to prepare them, not simply resting to regain their energy.|
|10||When they prepare their spells, they prepare them in such a way as to still be able to cast spells in a limited spontaneous fashion.|
|15||Their spells are prepared in groups of three called spelldreams, which hold a prepared set of spells but they can cast from them freely, dividing up their slots among the spells or even using them all on one spell.|
|20||Some say that when a somnoccultist sleeps, their minds can literally leave their bodies to wander around.|
Somnoccultists in the Game
Adaptation A possible variant of this class is to make it draw power from divinely inspired dreams, making it a divine caster that draws from the cleric spell list instead of the sorcerer/wizard spell list. In this case, replace Knowledge (Arcana) with Knowledge (Religion) as a class skill. A similar variant would be to make it a druidic sort of divine caster, their dreams inspired by natural energies and drawing from the druid spell list. In this case, replace Knowledge (Arcana) with Knowledge (Nature) as a class skill.
Sample Encounter: .
EL : .