Delver of Dreams (3.5e Prestige Class)

Delver of Dreams

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|Dreams are a misconception of reality, the outcome of fantasy and wild desire, combining the matter of mind and soul into an easily-shaped mold for those willing and able to shape it... |orig=Gimble Ashmask-Raulnor, Gnome Delver of Dreams |src=From Tales of the 3 Half-Face Masks }}


Dreams are the inexplicable realm where all humanoid races live things that have passed, things that are meant to be... Some dare say dreams are a portal between one's mind and soul. So, with music being able to touch every living being's soul, the first Delver of Dreams came to be. Whether a professional performer or a noble lady singing on her bathtub, if someone gets marked with the most horrid nightmare of his entire life, he is bound to be visited by a delver of dreams, if not already. The Delver of Dreams is a master at obtaining every single detail of any information necessary, provided he has the person holding the information and that the person is asleep. He is an expert deceiver and is, most of the time, confused being an illusionist (a notion that suits him the most as he works in the shadows whenever possible). Truth is a concept a Delver of Dreams doesn't quite conceive, seeing it as merely a matter of point of view. The same applies to the concept of reality, something quite logical considering their abilities to manipulate the most mysterious realm of existence...

  The Delver of Dreams is master at manipulating and deceiving, never hampered by moralities.

Becoming a Delver of Dreams

Delver of Dreams is an astounding information gatherer as well as a support character, a great choice for multiclassing a bard.Excels at social situations as his fighting capabilities are somewhat limited. If one sticks to improving social skills he will maximize the potential of both his Bard and Delver of Dreams classes.Improvisation skills required (from player). Charisma is a must-have ability for a Delver of Dreams, as most of his power comes from the ability to interact and manipulate intelligent creatures. Dexterity and Constitution are great second-choices, as the ability of a Delver of Dreams to defend himself in combat is limited.

Entry Requirements
Alignment: Any non-lawful.
Skills: Bluff 10 ranks, Sense Motive 10 ranks.
Spellcasting: Ability to cast 1st level Sleep and 3rd level Deep Slumber spontaneously.
Special: Bardic Music.
Table: The Delver of Dreams

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
FortRefWill
1st+0+0+0+2 Dreamland Exile, Daydreamer, Train of Thought +1 level of existing class
2nd+1+0+0+3 Dream Torturer, Between Two Dreams +1 level of existing class
3rd+1+1+1+3 Dreamland Exile +1 level of existing class
4th+2+1+ 1+4 Dream Torturer, Dream Connection, Between Two Dreams +1 level of existing class
5th+2+1+1+4 Dreamland Exile +1 level of existing class

Class Skills (6 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Charisma), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Delver of Dreams.

Spellcasting: At each level after first, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an Delver of Dreams, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Dreamland Exile: (Su) If subject is asleep, Delver can impose a -1 penalty on ability checks, skill checks, Armor Class, attack and weapon damage rolls and saving throws. Effect lasts for: (1d20+Perform bonus) hours if subject is out of combat or (1d20+Perform bonus) rounds if in combat. At 3rd level the penalty rises to -2 and at 5th it becomes -3.

Daydreamer: At 1st level, Delver gains access to Dream Domain (see Spell Compendium)

Train of Thought: (Su) If the subject is asleep, unless it wins a Will save opposed to Delver's Perform check, Delver gains insight on subject's thoughts and memories. A DC equal to 10+subject's Will Save Bonus+ the importance and obscurity of the memory/thought (from a scale of 1-20) is also required. The time required for this process is equal to half the DC of the Perform check in minutes.

Dream Torturer: (Su) When using Dreamland Exile, subject becomes shaken or fatigued. At 4th level, subject becomes panicked, nauseated or exhausted. (Dm's choice)

Between Two Dreams: (Su) At 2nd level, at the expense of one bardic music, delver can affect subjects equal to his HD on a 30ft radius as if asleep. At 4th level, the area of effect becomes a 60ft radius.

Dream Connection: (Su) At 4th level, delver gains immunity to mind-affecting spells or spell-like abilities.

Ex-Delvers of Dreams

If Delver of Dreams becomes lawful, he automatically loses all class-related benefits and is haunted by grueling nightmares. Another Delver of Dreams will visit the ex-Delver and either offer him reconciliation or punish him.

Playing a Delver of Dreams

Combat: Delver is weak in combat when he is first level and should focus on support roles. After 2nd level, he can hex opponents and better support allies, due to the full spell progression.

Advancement: When mastered the powers of dreams, delvers usually pursue other classes that offer mind manipulation or illusion spells.

Resources: Delvers usually work alone, as the structure of their "society" is quite loose, and the nature of their skills bizarre. Despite that, if delvers manage to keep often communication with others of their "kind", they can expect full support on practically everything.

Delvers of Dreams in the World

I swear I never heard anyone scream that much over a nightmare. Even after he woke up, he was shaking violently, mumbling nonsense and trying to claw his skin out
—Tivrek Javar, Cleric of Pelor

Delvers of Dreams can fit in the role of a spymaster, a bandit king's counselor or even the royal torturer. The variety of ways to exploit their talents makes them able to fit in a great range of roles whether good or evil.

NPC Reactions: Delvers are quite secretive about the nature of their skills, traveling disguised as pilgrims, bards, jesters, farmers and practically everything that suits their needs.

Delver of Dreams Lore


Characters with ranks in Knowledge (arcana) can research Delver of Dreams to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DCResult
11Delver of Dreams imbues his performance skills with magic, similar to a bard.
16Delver of Dreams can induce horrid nightmares and read thoughts.
21Delvers of Dreams form a loose-knit society, supporting each other if in need.
26High -leveled Delvers elect a Dreamlord who connects with the most important members of Delver's society and rules over their actions to secure the well-being of their "order".

Delvers of Dreams in the Game

Delvers of Dreams can easily enhance the existing support roles a character might fill in a party, but also can be found either as an unexpected ally for the PCs or as a nefarious mastermind behind every reasonably huge and intricate plot.

Adaptation: Delvers of Dreams can be any bard in any campaign, adapting easily to every circumstance.

Sample Encounter: Gimble "Ashmask" Raulnor rules over the political arena of the free city of Celeren. After extensive research by the PCs, the devious gnome is found responsible for the hate campaign against the neighboring kingdoms of Bytopia and Saarok, the border incident with the former and the assassination of prominent figures of the Saarok military command and political opposition in Celeren. Unfortunately, the direct confrontation the heroes went for isn't going exactly as planned, as Gimble is not a gnome without a couple of tricks and secrets up his sleeve.

Gimble "Ashmask" Raulnor CR=7 CN Small Gnome (Humanoid)

Init +4


AC 20, 15 touch, 15 flat-footed

HP 45 (7d6+1)

Fort/Ref/Will +4/+8/+7


Speed 20ft

Melee Dagger +2 (1d3-1) or

Light Crossbow +7 (1d6,19-20/x2,80ft)

BAB/Grapple +4/-1


Abilities Str 8 Dex 18 Con 14 Int 14 Wis 10 Cha 25

Feats Extra Music, Disguise Spell, Open Minded

Skills Appraise +2, Balance +5, Bluff +15, Climb -1, Concentration +3, Decipher Script +9, Diplomacy +11, Disguise +11, Escape Artist +7, Forgery +2, Gather Information +7, Hide +10, Knowledge (History) +7, Move Silently +6, Perform (Wind Instrument) +19, Sleight of Hand +6, Spellcraft +12, Sense Motive +6

Gear Ring of Intelligence +2, Ring of Protection, Bracers of Dexterity +2, Cloak of Charisma +4, Pearl of Power (2nd lvl), Panic Button (slow)


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