Dream Thief (5e Class)
Dream Thief
Dream thieves are a rare breed; skillful masters of subterfuge with an uncommon potential for magical powers over the veil beyond the waking world. They use their unique combination of talents to impressive effect.
Creating a Dream Thief
- Quick Build
You can make a Dream Thief quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the hermit background.
Class Features
As a Dream Thief you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Dream Thief level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dream Thief level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two one-handed melee weapons or (b) a shortbow and 20 arrows
- (a) a burglar's pack or (b) an explorer's pack
- (a) Leather armor, two daggers, and thieves' tools or (b) Leather armor, two light hammers, and thieves' tools
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Dream Scan, Dream Warrior Fighting Style, Mind over Matter, Mists of Slumber (one use) |
2nd | +2 | Fast Movement |
3rd | +2 | Sweet Dreams |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Dream Scout |
6th | +3 | Uncanny Dodge |
7th | +3 | Mists of Slumber (two uses) |
8th | +3 | Ability Score Improvement |
9th | +4 | Dream (one use) |
10th | +4 | Evasion |
11th | +4 | Shape Self |
12th | +4 | Ability Score Improvement |
13th | +5 | Dream (two uses), Mists of Slumber (three uses) |
14th | +5 | Mental Fortification |
15th | +5 | Greater Dream Warrior |
16th | +5 | Ability Score Improvement |
17th | +6 | Dream (three uses) |
18th | +6 | Longevity |
19th | +6 | Ability Score Improvement |
20th | +6 | Eternal Slumber |
Dream Scan
You can use your action to view the subconscious of a sleeping creature you can touch. You initially learn nothing more than what the creature is dreaming about. As an action, however, you can attempt to shape the dream to reveal the state of the creature's unconscious mind. If you shape the dream, the target must make a Wisdom saving throw with a DC of 10 + your proficiency bonus + your Charisma modifier. If it fails, you can ask the creature up to five questions, which it must answer truthfully to the best of its knowledge. If the target succeeds, the creature wakes up knowing that you're trying to invade its dreams, and you can't use your dream scan on the creature again for 2 hours.
Dream Warrior
You are no stranger to assaults on the mind. You are resistant to psychic damage, and you have advantage on saving throws against being charmed. You are also able to attack creatures you've entered the dreams of, gaining the sneak attack bonus. Doing so will wake the creature, and instead of physical damage it becomes psychic. Starting at 7th level, you are able to affect the type of dream the target experiences, if you shape the dream to make it a fantasy, the creature regains 15 hitpoints. If you decide to shape it into a nightmare, the target will take 15 hitpoints of physic damage. This effect is doubled at level 14, and tripled at level 20.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
- Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons, and attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Dueling.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mind Over Matter
You can move or manipulate objects by thought. As an action, you can exert your will on an object within 60 feet that weighs up to 25 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond range. If the object is worn or carried by a creature, you must make a Charisma check contested by the creature's Strength check. If you succeed, you pull the object away from the creature and can move it up to 30 feet in any direction but not beyond range. You can exert fine control on objects with your force of will, such as manipulating a simple tool, opening a door or container, or pouring the contents from a vial.
Mists of Slumber
As an action, you can breathe a magical mist into a 15-foot cone area. Each creature in the area must make a Constitution saving throw with a DC of 9 + your Charisma modifier + your proficiency bonus or fall unconscious. An unconscious creature remains unconscious for 10 minutes, or until it takes damage, or someone uses an action to shake or slap it awake, whichever comes first. Undead and creatures immune to being charmed aren't affected by this feature. Once you've used this feature, you must finish a short or long rest before you can use it again. You can use this feature twice before a rest starting at 7th level and three times before a rest starting at 13th level.
Fast Movement
Starting at 2nd level, your speed increases by 10 feet while you aren't wearing medium or heavy armor.
Sweet Dreams
Beginning at 3rd level, your sleep is always pleasant and restful. You regain half of your health points after a short rest without rolling your hit dice. You are immune to spells and other magical effects that harmfully affect your dreams or sleep, such as nightmares caused by the monstrous messanger of the Dream spell or the Nightmare haunting power of a Night Hag.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dream Scout
Beginning at 5th level, you can touch a willing creature, and send them into the dreams of an unconscious target that you know or can see. Once in the dream the "Scout" is able to do one of two things. The first option is to send a message to the unconscious target's thoughts. Language does not matter in the Dreamscape. The other option is to attack the target. The target will be awoken upon receiving damage, and will take physic damage. This will receive the sneak attack bonus.
Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Dream
Starting at 9th level, you can innately cast the Sleep spell, without using a spell slot or any components. Charisma is your spellcasting ability for this spell. The target must make a DC saving throw of 17 + Charisma mod, or be put to sleep for 20 minutes. This effect can also be cancelled if an action is taken to wake the creature. Once you cast this spell, you can't cast it again until you finish a long rest. Once you reach 13th level, you can cast this spell twice between long rests, and once you reach 17th level, you can cast this spell three times between long rests.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shape Self
Starting at 11th level, you can endlessly reshape your body. As an action, you can assume a different form, as per the Change Appearance option of the Alter Self spell, except you don't need to concentrate for the duration and your new form lasts until dispelled. If you see a creature in the dreamscape, you are also able to reshape into that creature.
Mental Fortification
Beginning at 14th level, you gain proficiency on checks involving use of your mind, as well as an increase of 2 in your intelligence stat.
Greater Dream Warrior
Once you reach 15th level, you become immune to the charmed and frightened conditions. As well as this your powers in the dream world have multiplied. You are able to weave dreams to suit your needs. While you are in a unconscious creature's dream, as an action you can change their dreams in order to affect their mental state, the specifics are up to you, but in a way the possibilities are endless. You are also able to continually attack an enemy in their dreams until an outside force wakes them, with the first attack adding sneak attack bonus. The physical damage would also be converted to psychic.
Longevity
Beginning at 18th level, you learn the secrets to a long life. You can't be magically aged, and for every year that passes, you only age a month. You also gain immunity to necrotic damage.
Eternal Slumber
Once you reach 20th level, you can use your action to force a creature within 30 feet of you to fall into a deep sleep from which it cannot wake up. The creature must succeed on a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or fall unconscious. While the creature is unconscious, it is resistant to all damage, and doesn't need to breathe, eat, drink, or sleep, and doesn't age. The creature remains unconscious until a Dispel Magic spell cast with a 9th-level spell slot is used on it, or a condition you specify is fulfilled, whichever comes first. If you use this feature and the creature succeeds its saving throw, you can't use it again for 7 days. Otherwise, you can use it again after you finish a long rest.
Multiclassing
Prerequisites. To qualify for multiclassing into the Dream Thief class, you must meet these prerequisites: Dexterity 13 and Charisma 13
Proficiencies. When you multiclass into the Dream Thief class, you gain the following proficiencies: Light armor, one skill from the class' skill list, thieves' tools
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