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Thread: Dreamwalker

  1. - Top - End - #1
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    Default Dreamwalker

    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.




    Spoiler: The Forge Of Dreams
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    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.


    Spoiler: The Neverending Nightmare
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    Debuff focused

    Feature
    At level one,

    Feature
    At level six,

    Feature
    At level ten,

    Feature
    At level fourteen,

    Feature
    At level eighteen,


    Spoiler: The Restful Mind
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    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
    Last edited by JNAProductions; 2020-04-03 at 03:15 PM.
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    Default Re: Solipsist

    Generic Disciplines
    These abilities are available to all Solipsists.

    Spoiler: 0th Level
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    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
    Last edited by JNAProductions; 2020-04-01 at 10:49 AM.
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    Default Re: Solipsist

    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).
    Last edited by JNAProductions; 2020-04-01 at 10:55 AM.
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    Default Re: Solipsist

    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.
    Mechanics should reflect flavor. Always.
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    Default Re: Solipsist

    Quote Originally Posted by GnomeWorks View Post
    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.
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    Default Re: Solipsist

    Quote Originally Posted by JNAProductions View Post
    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.

    Quote Originally Posted by JNAProductions View Post
    any advice on a better name
    Dreamwalker, maybe?
    Mechanics should reflect flavor. Always.
    Journey: The journey of a thousand steps begins beneath your feet... (WIP)

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    Default Re: Solipsist

    Quote Originally Posted by GnomeWorks View Post
    Dreamwalker, maybe?
    Excellent idea! It has been altered.
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