The Dreammonger (5e Class)

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The Dreammonger[edit]

"We are the caretakers of what stirs behind closed eyes — architects of longing, fear, and joy, shaping dreams as deftly as a sculptor molds clay. Reality is but one thread in the grand loom of imagination, and we? We tug those threads with a knowing smile." — Nyvellin Whisperveils, Dreammonger of the Court of Whimsy

Class Features

As a Dreammonger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dreammonger level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dreammonger level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, hand crossbows, whips
Tools: Calligrapher’s supplies, one artisan’s tool of your choice
Saving Throws: Charisma, Intelligence
Skills: Choose two from Arcana, Insight, Performance, Persuasion, and Medicine.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Dream Focus (gossamer pistol, whispering bell, moon-touched quill, or dreamcatcher loom)
  • (a) Dagger or (b) Quarterstaff or (c) Whip
  • (a) Scholar's Pack or (b) Entertainer's Pack
  • A small trinket of your dreams, which holds personal significance to you (such as a locket, a piece of fabric from a nightmare, or a small figurine).
  • If you are using starting wealth, you have 5d4 x 10 gold pieces in funds.

Table: The Dreammonger

Level Proficiency
Bonus
Features
1st +2 Dreamcraft Magic, Dream Focus, Subconscious Threads
2nd +2 Lucid Step
3rd +2 Dreammonger Archetype
4th +2 Ability Score Improvement
5th +3 Dreamveil Surge
6th +3 Archetype Feature
7th +3 Dreamstride
8th +3 Ability Score Improvement
9th +4 Subconscious Ripples
10th +4 Archetype Feature
11th +4 Dreamveil Surge
12th +4 Ability Score Improvement
13th +5 Lingering Phantasm
14th +5 Echoes Between Worlds
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Dreamveil Mastery
18th +6 Dreambreak
19th +6 Ability Score Improvement
20th +6 Eternal Dreammonger

Creating a Dreammonger[edit]

When you build a Dreammonger, you step into the role of a surreal wanderer — a keeper of sleeping minds and a weaver of unseen worlds. Your connection to the Dreaming Veil, a shifting realm of half-formed thoughts and forgotten memories, shapes your every action. Some Dreammongers enter the craft as scholars of subconscious magic, others are born from strange events that blurred the line between waking and dreaming, and a few are simply whimsical souls who refused to accept the world as it is.

Before selecting your spells and proficiencies, consider how your character first touched the Dreaming Veil. Was it a recurring vision, a cursed lullaby, a forbidden tome of dream-lore, or a chance encounter with a creature born of sleep and starlight? What effect did this have on your perception of the world? Do you see waking life as just another kind of dream? Are you a protector of restful minds or a trickster who delights in surreal mischief?

Quick Build To quickly make a Dreammonger: Choose Charisma as your highest ability score, followed by Intelligence. Take the Entertainer, Sage, or Haunted One background. Select the Dream Focus that best suits your character’s aesthetic (such as a gossamer parasol or moonlit quill). Pick spells like Minor Illusion, Sleep, and Tasha’s Hideous Laughter.

Questions to Ask Yourself

* What first drew you to the world of dreams?
* Do you see yourself as a guardian of minds, a playful trickster, or a curious observer?
* What symbol or object holds significance in your dreamcraft — a locket of hair, a phantom melody, a broken mirror?
* How do others perceive you? Are you unsettling, enchanting, or eerily gentle?
* What recurring image or figure haunts your own dreams?

A Niche Dreammongers thrive in unusual party compositions. As a Dreammonger, you might:

* Slip between enemies like mist, disabling threats with sleep spells and illusions.
* Soothe the fears of your companions with dream-crafted shields and blessings.
* Create delightful hazards — floating chairs, drifting spectral teacups, shimmering moonbeam bridges — to confound the battlefield.
* Animate sleepwalking constructs or project fragments of your own imagination into battle.

Subconscious Threads (Level 1) You can subtly alter fates within a 30-foot range by tugging on dreamthreads:

* Soothing Thread: When a creature within range takes psychic damage, you can reduce the damage by your Charisma modifier.
* Whimsy Thread: As a reaction, cause an enemy within range to have disadvantage on their next attack or saving throw.

Uses per long rest: equal to your Intelligence modifier.

Lucid Step (Level 2) You can mistily step between pockets of unreality. As a bonus action, teleport 15 feet to a space you can see in dim light, moonlight, or within a 5-foot radius of one of your whimsical illusions or constructs.

Dream Realms (Level 3) Choose your Dreammonger subclass:

* Veil of Serenity: Dream-Healer
* Court of Whimsy: Illusion-Trickster
* Harbinger of the Umbral Veil: Debilitator-Controller

Dreamveil Surge (1/rest) (Level 5) You can channel the energy of the Dreaming Veil to briefly overwhelm reality. As a bonus action, you can enter a Dreamveil Surge for 1 minute:

* You can cast a Dreammonger cantrip as a bonus action on each of your turns.
* Creatures within 10 feet of you have disadvantage on saving throws against being charmed or frightened.
* When you reduce a creature to 0 hit points, you regain 1d6 hit points.

You can use this feature once per long rest. At 17th level, you can use it twice.

Dreamstride (Level 7) Your bond to dreamspace lets you slip through veils of unreality.

* As a bonus action, you can teleport up to 30 feet to a space you can see.
* After teleporting this way, you have advantage on the next attack roll or saving throw you make before the end of your turn.

You can use this feature proficiency bonus times per long rest.

Subconscious Ripples (Level 9) Your mere presence frays the edge of waking minds.

* When a creature within 30 feet of you fails a saving throw against a Dreammonger spell, another creature of your choice within 10 feet of them takes psychic damage equal to your Charisma modifier (minimum 1).

You can use this reaction a number of times equal to your proficiency bonus per long rest.

Dreamveil Surge (2/rest) (Level 11) You can now use Dreamveil Surge twice per long rest.

Lingering Phantasm (Level 13) Dream illusions cling to your enemies, even after your spells fade.

* When a creature succeeds a saving throw against a Dreammonger enchantment or illusion spell, it suffers disadvantage on its next saving throw against that school until the end of your next turn.

Echoes Between Worlds (Level 14) The Dreaming Veil begins to blur around you.

* You can cast Misty Step and See Invisibility without expending a spell slot once per long rest each.
* Additionally, when you teleport via a spell or class feature, you can choose to become invisible until the end of your next turn or until you attack or cast a spell. You can do this proficiency bonus times per long rest.

Dreamveil Mastery (Level 17) You can now use Dreamveil Surge twice per long rest, and while in a Surge:

* The range of your Dreammonger spells is doubled.
* When a creature falls asleep or becomes unconscious within 60 feet of you, you can use your reaction to gain temporary hit points equal to your Dreammonger level.

Dreambreak (Level 18) You gain the ability to shatter a creature’s grip on reality.

* As an action, choose a creature you can see within 60 feet. The creature must succeed a Wisdom saving throw (DC = your spell save DC) or become stunned for 1 minute.

At the end of each of its turns, it can repeat the save, ending the effect on a success. You can use this feature once per long rest.

Eternal Dreammonger (Level 20) You have become a living conduit of the Dreaming Veil.

* When you roll initiative and have no uses of Dreamveil Surge remaining, you regain one use.
* While you are in a Dreamveil Surge, you can maintain two concentration spells at once (if you take damage, make a separate concentration check for each).

Additionally, when you teleport or cause a creature to fall asleep or become frightened, you can immediately cast a Dreammonger cantrip as a bonus action.

|extrasonleft=Dreamcraft Magic You channel spells through the Dreaming Veil. Charisma is your spellcasting ability.

Spell List:

Cantrips: Minor Illusion, Thaumaturgy, Chill Touch, Dancing Lights, Toll the Dead, Friends, Mage Hand, Dreamlight (homebrew light cantrip that causes sleepiness)

Level 1: Sleep, Charm Person, Disguise Self, Faerie Fire, Shield, Cause Fear, Hideous Laughter

Level 2: Misty Step, Mirror Image, Calm Emotions, Hold Person, Phantasmal Force, Silent Image, Sleepwalking Vision (Homebrew) – You create a dreamlike illusion to control the movements of an unconscious creature or non-hostile sleeper within range. They move in a manner you choose for 1 minute. This is treated as concentration for the duration.

Level 3: Counterspell, Hypnotic Pattern, Fear, Major Image, Dream, Leomund’s Tiny Hut, Enthrall

Level 4: Greater Invisibility, Phantasmal Killer, Confusion, Dominate Beast, Hallucinatory Terrain

Level 5: Dream, Modify Memory, Cone of Cold, Dominate Person, Mislead, Dream of the Endless Night (Homebrew) – You step into a timeless, dream-like space for up to 1 minute, creating a location where all creatures within must make Wisdom saving throws or fall asleep for 1 minute. While in this state, you have complete control of the environment.

You gain spells as per a half-caster progression (like Artificer or Paladin). }}

Dreamlight Evocation cantrip

Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute

Description: You conjure a softly glowing orb of ethereal, pastel-hued light — a flickering mote of dreamstuff plucked from the Dreaming Veil. The Dreamlight floats within range, shedding dim, opalescent light in a 10-foot radius and soothing those who gaze upon it with fleeting, surreal visions of beautiful or haunting imagery.

As a bonus action on your turn, you can move the Dreamlight up to 30 feet to an unoccupied space you can see within range.

When a creature starts its turn within 5 feet of the Dreamlight, you can choose one of the following effects (no action required):

* Soothing Glow: The creature gains temporary hit points equal to your Charisma modifier (minimum 1) if it is not hostile to you.
* Unsettling Flicker: If the creature is hostile to you, it must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the start of its next turn as the Dreamlight warps into unsettling, half-forgotten shapes.

The Dreamlight can hover, squeeze through small openings, and cannot be targeted by attacks or effects.

At Higher Levels: Starting at 5th level, the radius of dim light increases to 20 feet, and the temporary hit points or disadvantage effect increases to 2 + your Charisma modifier.

Sleepwalking Vision 2nd-level Enchantment (Dreammonger)

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

Description: You weave a strand of ephemeral dreamstuff into the mind of an unconscious creature or a non-hostile creature that is currently sleeping within range. For the duration, you control the creature’s movements as though they were a puppet in a dream.

You can use your action to mentally command the creature to move up to half its speed in a direction you choose or interact with a simple object. The creature cannot take actions or reactions, and any movement that would place them in obvious harm halts at the last safe position.

If the creature would be damaged or forcibly awoken, the spell ends immediately.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional unconscious or sleeping creature for each slot level above 2nd.

Dream of the Endless Night 5th-level Illusion (Dreammonger)

Casting Time: 1 action Range: 120 feet (30-foot-radius sphere) Components: V, S Duration: Concentration, up to 1 minute

Description: You tear a rift in the veil between waking and dream, plunging a point within range into a shifting, dream-like pocket dimension. Within this space, the environment distorts with shimmering pastel hues, impossible architecture, and softly whispering figures.

When you cast this spell, all creatures of your choice within a 30-foot-radius sphere centered on a point you choose must make a Wisdom saving throw.

* On a failed save, a creature falls into a catatonic, sleep-like state for the spell’s duration or until it takes damage or another creature uses an action to shake them awake.
* On a successful save, a creature perceives the strange dream-realm but remains awake, having disadvantage on attack rolls and Wisdom saving throws while within the area.

You can use a bonus action on your turn to subtly alter the dreamscape’s appearance — from a serene starlit glade to a writhing nightmare of shadowed figures. Creatures affected by the spell cannot perceive or interact with creatures outside the area, and vice versa.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 10 feet for each slot level above 7th.

Dreammonger Subclasses (Dream Realms)[edit]

At 3rd level, you choose a Dream Realm, shaping the way your magic warps the Dreaming Veil.

Dream Realm: Veil of Serenity (Dream-Healer / Protective Support)

You specialize in soothing nightmares and bringing restful calm — a gentle protector amid chaos.

3rd — Soothing Reverie When a creature within 30 feet of you regains hit points, they also gain temporary hit points equal to your Charisma modifier (minimum 1). You can use a bonus action to end the frightened or charmed condition on a creature within 60 feet. Uses = your Charisma modifier (min 1), regaining all uses on a long rest.

7th — Lucid Shield When a creature within 30 feet of you is targeted by an attack, you can use your reaction to manifest a shimmering veil of dreamlight. The attacker rolls with disadvantage, and the creature gains temporary hit points equal to your Dreammonger level.

11th — Tranquil Domain You can cast Calm Emotions without expending a spell slot or components a number of times equal to your Charisma modifier per long rest. Additionally, creatures under the effects of your spells cannot be frightened or charmed while within 10 feet of you.

15th — Sanctuary of Endless Rest As an action once per long rest, you can create a 40-foot-radius aura of soothing dreamstuff for 1 minute. While active:

* Allies regain 1d8 + your Charisma modifier hit points at the start of their turns.
* Enemies must make a Wisdom save at the start of their turns or have disadvantage on attack rolls and saving throws until their next turn.

Dream Realm: Court of Whimsy (Illusion-Trickster / Chaotic Controller)

You thrive in surreal illusions, bending perceptions and filling the battlefield with mischief.

3rd — Dazzling Diversion When you cast an illusion spell, you can immediately teleport up to 15 feet to an unoccupied space you can see. Once per turn when a creature within 30 feet fails a saving throw against an illusion spell, you can cause it to be restrained by phantom dream-chains until the end of its next turn.

7th — Fragmented Reflection When a creature makes an attack against you or an ally within 10 feet, you can use your reaction to create a shimmering dream duplicate. Roll a d6:

* 1-4: The attack hits the illusion and misses.
* 5-6: The attacker must reroll the attack with disadvantage.

Uses = your proficiency bonus per long rest.

11th — Nightmare Echo When a creature within 60 feet fails a saving throw against an illusion spell, you can force another creature within 30 feet of it to make the same save against the same effect. Uses = your Charisma modifier per long rest.

15th — Reality Unraveled As an action once per long rest, you create a 30-foot-radius dream mirage for 1 minute. Enemies inside the area:

* Have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
* Can’t take reactions.
* See allies as enemies and must make Wisdom saves at the start of their turn or attack a random nearby creature.

Dream Realm: Harbinger of the Umbral Veil (Dark-Dreamer / Debilitator Controller)

You deal in shadowed memories, nightmares, and lingering fears, using sleep and terror as weapons.

3rd — Shade’s Grasp When you cast a spell that causes the frightened condition, you can choose one creature affected to also be restrained by shadowy tendrils for 1 round. Additionally, when a creature falls unconscious within 60 feet of you, you can gain temporary hit points equal to your Dreammonger level.

7th — Dreambreaker’s Touch Once per turn, when a creature fails a Wisdom save against one of your spells, you can curse it with a Dreambreaker’s Mark. While marked:

* The creature has disadvantage on saving throws against your Dreammonger spells.
* If it takes psychic damage, it takes an additional 1d8 psychic damage.

The mark lasts 1 minute or until you mark another creature.

11th — Night-Terror Form As a bonus action, you can shift into a flickering, shadowed figure for 1 minute, gaining:

* Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* Creatures frightened by you have disadvantage on all saving throws while within 30 feet.
* Once per turn, when you deal psychic damage, add your Charisma modifier.

Usable once per long rest.

15th — Eternal Nightmare When a creature within 60 feet fails a Wisdom save against one of your enchantment or illusion spells, you can banish it into its own dream realm (as banishment). While banished this way, it takes 6d8 psychic damage at the start of each of its turns. When it returns, it is frightened of you for 1 minute. Usable once per long rest.


Multiclassing[edit]

You must have a Charisma score and a Intelligence score of 13 or higher in order to multiclass in or out of this class.

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