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JNAProductions
2020-03-31, 10:53 PM
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st Level: 6+Con Mod
Hit Points at Higher Levels: 1d6 (4)+Con Mod

PROFICIENCIES
Armor: None
Weapons: All Simple weapons
Tools: Any one artisan tool or instrument

Saving Throws: Intelligence, Wisdom
Skills: Choose any two mental skills

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any three weapons you have proficiency with. If thrown, you get three copies. If it uses ammo, it comes with 20 pieces of ammo.
-Any one tool or instrument you are proficient in.
-Any one pack.

Dreamwalker


Level
Proficiency Bonus
Features
Psi Points
Max Psi Level
Dreams


1st
+2
Psionics, Discipline
4
1st
-


2nd
+2
Dreams
6
1st
2


3rd
+2
-
14
2nd
2


4th
+2
Ability Score Improvement
17
2nd
2


5th
+3
-
27
3rd
3


6th
+3
Dscipline Feature
32
3rd
3


7th
+3
-
38
4th
3


8th
+3
Ability Score Improvement
44
4th
4


9th
+4
-
57
5th
4


10th
+4
Discipline Feature
64
5th
4


11th
+4
-
73
6th
5


12th
+4
Ability Score Improvement
78
6th
5


13th
+5
-
83
7th
5


14th
+5
Discipline Feature
88
7th
6


15th
+5
-
94
8th
6


16th
+5
Ability Score Improvement
100
8th
6


17th
+6
-
107
9th
7


18th
+6
Discipline Feature
114
9th
7


19th
+6
Ability Score Improvement
123
9th
7


20th
+6
The Final Dream
133
9th
8



Psionics
A Dreamwalker is capable of manifesting potent psionic abilities with naught but the power of their mind. This functions similarly to spell-casting, but with a key difference. Psionic abilities do not have components-they are fueled by the might of a mind, and require no waggling of fingers or ritualistic chants.

A Dreamwalker uses their Intelligence modifier for their attack rolls and save DCs. Save DCs are calculated the same as if casting a spell.

The max Psi Points a Dreamwalker has is indicated on the table above. All Psi Points refresh after a Long Rest.

The maximum level of ability a Dreamwalker can manifest is also on the table above. A Dreamwalker knows all 1st level or higher abilities associated with their discipline, all generic abilities, and additionally learn a single ability from another discipline at every level, for a total of twenty outside discipline abilities at level twenty. These outside discipline abilities can only be changed when leveling up. You may, at each level up, swap a number of these abilities up to your proficiency bonus.

A Dreamwalker begins play with three 0th level abilities available from the generic and their discipline list. They learn another one at levels five, eleven, and seventeen, and may learn a single 0th level ability from another discipline at levels eight and fifteen.

Discipline
At level one, you choose what Discipline your Dreamwalker will focus on. Your options are the Forge Of Dreams, the Neverending Nightmare, and the Restful Mind. This choice grants you features at the level it is selected, and additionally at levels six, ten, fourteen, and eighteen.

Dreams
At level two, you gain two Dreams. These are simply abilities that you gain as a Dreamwalker, chosen from the list below. You gain an additional Dream at level five, and every three levels thereafter. Once selected, they cannot be changed.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and eighteen, you may increase any one ability by two or any two abilities by one.

The Final Dream
At level twenty, you gain a single 10th level Psionic ability. This must be a choice from your Discipline.



Dreams

Talent
Gain proficiency in a single skill of your choice, and Expertise in a skill you have proficiency in. This Dream may be selected more than once.

An Open Mind
You may use Detect Thoughts as a Psionic ability at-will. When used from this Dream, you can only target willing creatures, and they gain the same effects against you.

A Distorted Mind
Anyone attempting to read your thoughts or similar must make an Intelligence save equal to your Psionics DC, or suffer 1d8 points of psychic damage. This increases to 2d8 at level five, 3d8 at level eleven, and 4d8 at level seventeen. Additionally, you gain resistance to psychic damage.

Gifted
Once per short rest, you may gain advantage on a single ability check that adds your proficiency bonus.

Lucid Dreaming
You retain full awareness of your surroundings while asleep, though not when forcibly knocked out. You may also control your dreams.

Ectoplasmic Shaping
You may create a solid object no more than one cubic foot of pure ectoplasma as an action. This object is sturdy and capable of being used as a weapon or tool, as appropriate. It lasts for as long as you maintain concentration. Regardless of what you make, the object is clearly not a normal material.

Biofeedback
Whenever you use a Psionic ability, you heal HP equal to its level.

Resonance Field
Requires Level Five
As an action, you create a shield that grants you 20 THP. However, the shield may only absorb up to half the damage from any given attack (rounding up), the rest applying to your actual HP. This shield lasts for one minute.

A Careful Mind
Requires Level Five
Whenever you are subjected to a divination that you are aware of, you may attempt a Deception check to give false information. This varies from thoughts that are not your real ones (if subject to a Detect Thoughts or similar ability) to complete fabrications of actions (for instance, walking out of a room you are still in if subject to Scrying).

Dream Walk
Requires Level Five
You may enter others' dreams while you sleep. If they are willing, you may enter without any check. If not, an opposed check (using your Intelligence modifier versus any mental modifier of their choice) is required. You may only enter the dreams of those within 30' of you.

Sending
Requires Level Five
You may use Sending as a Psionic ability at-will.

Slumber
Requires Level Five
You may use Sleep as a Psionic ability at-will. You roll a number of d8s equal to your proficiency modifier when using this Dream.

Balance
Requires Level Eleven
You may take up to half the damage you receive to your Psi Point pool, rather than your HP, as a reaction. If combined with Resonance Field, you may put half on the Field and half to your Psi Points, taking no actual HP damage.

Backlash
Requires Level Eleven
As a reaction to taking damage from a creature you can observe within 60', you may inflict half the damage (rounding up) you received onto them. The damage inflicted is of the same type you received.

Sunder Mind
Requires Level Seventeen
As an action, you may inflict a Feeblemind effect on a sleeping creature you can touch. They may make a save against your Psionics DC to avoid it, but the save is made with disadvantage.

Neverending Nightmares
Requires Level Seventeen
As an action, you may touch a sleeping creature's head, inflicting upon them nightmares that last forever. They must make a Charisma save against your Psionics DC every time they complete a rest-on a failure, the rest is wasted, restoring nothing.



Forged Of Dreams
At level one, you gain a body hardened by the forge of dreams. Your AC may equal 11+your Intelligence modifier.

Hammer Of Dreams
At level six, you gain proficiency in all weapons, and the ability to, as a bonus action, shape a weapon of your choosing from dreamstuff. This weapon always counts as magical, and you may use your Intelligence modifier for attack and damage rolls with this weapon. Additionally, when making the Attack action with this weapon, you may attack twice, instead of just once. Finally, you may grant it any properties of a magic weapon you are attuned to.

Body Of Dreams
At level ten, you gain ten additional HP. Furthermore, whenever you gain a level in this class, you gain an extra HP.

Armor Of Dreams
At level fourteen, your AC increases to 13+your Intelligence modifier.

Created Of Dreams
At level eighteen, you may temporarily create a duplicate of yourself as an action. This duplicate lasts for one minute, and your HP and Psi Points are shared. You may only create a duplicate once per long rest.

Debuff focused

Feature
At level one,

Feature
At level six,

Feature
At level ten,

Feature
At level fourteen,

Feature
At level eighteen,

Healing and buff focused.

Feature
At level one,

Feature
At level six,

Feature
At level ten,

Feature
At level fourteen,

Feature
At level eighteen,

WIP! That being said, please post ideas! More ideas=more good! :P

JNAProductions
2020-03-31, 10:54 PM
Generic Disciplines
These abilities are available to all Solipsists.

Existing Spells as Abilities
Blade Ward
Control Flames
Dancing Lights
Guidance
Mage Hand
Shape Water
Thunderclap
True Strike

New Abilities
Distortion Bolt
Mind Sear
Rest

JNAProductions
2020-04-01, 10:48 AM
Distortion Bolt
Casting Time 1 Action
Range 60'
Duration Instantaneous
You distort reality, causing a minor fracture in spacetime. Make a Psi attack roll against one target within range, dealing 1d8 points of bludgeoning or slashing damage (your choice) on a hit. If used against an object, this ability deals double damage.

This ability deals additional damage as you level up-2d8 at level five, 3d8 at level eleven, and 4d8 at level seventeen.

Mind Sear
Casting Time 1 Action
Range 120'
Duration Instantaneous
You bludgeon an opponent's mind with raw mental force. They must make an Intelligence save, suffering 1d6 points of psychic damage on a failed save and subtracting 1d4 from their next d20 roll taken within a minute.

This ability deals additional damage as you level up-2d6 at level five, 3d6 at level eleven, and 4d6 at level seventeen.

Rest
Casting Time 1 Action
Range 10'
Duration One Minute (Concentration)
You allow a troubled mind to drift off into sleep. Select a willing target within range-they immediately fall asleep. If you maintain concentration for the full duration, their sleep is extraordinarily restful, granting advantage on saves against anything that would disturb their rest (such as the Dream spell).

GnomeWorks
2020-04-03, 11:46 AM
Of all the ways I can think of to disprove solipsism, the ability to directly read a creature's thoughts strikes me as probably near the top of that list.

It seems neat, I just think the name is a bit... off.

JNAProductions
2020-04-03, 11:50 AM
Of all the ways I can think of to disprove solipsism, the ability to directly read a creature's thoughts strikes me as probably near the top of that list.

It seems neat, I just think the name is a bit... off.

To be fair, I chose the name based off of Tales Of Maj'Eyal, with no clear understanding of what the word actually means. So I'll take your word on it, and ask for any advice on a better name.

GnomeWorks
2020-04-03, 01:08 PM
no clear understanding of what the word actually means

Solipsism is a philosophical position in which you do not believe that minds other than your own exist. The basic argument is: because you have no insight into the mental lives of others, you have no way to tell if they are actually conscious/sapient beings making decisions, or if they are just mindless automatons following a script.

I believe that investigations into this position began with Descartes in the Meditations. Specifically, his notion of the "phantasmagoria," the idea that all of reality around is an illusion put in place by an "evil genius," and investigating how to determine if that is not the case by starting with his own thoughts and rationality. That is where the phrase cogito ergo sum comes from.


any advice on a better name

Dreamwalker, maybe?

JNAProductions
2020-04-03, 03:15 PM
Dreamwalker, maybe?

Excellent idea! It has been altered.