# Dreamweaver
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With her eyes closed and arms open, a moon elf summons ethereal calming smoke patterns amidst the tide of battle.
     
  Wielding a staff in each hand, a half-orc sends fear into his opponent’s minds in a flash of dark red arcane energy.
     
   Shrouded in night itself, an illithid sneaks amidst sleeping victims, absorbing their unconscious energy in a soft violet glow, killing them while they sleep.
    
   Dreamweavers are wielders of the magics of the mind, and manipulate their opponents’ conscious and unconscious desires and perceptions. Often they cloak themselves in shadow and work in secrecy, choosing to avoid conflict directly. However, through candid and covert manipulation, dreamweavers will get their enemies to tear each other apart, to fear their presence, or defuse the situation entirely.

### When Greeted By Night

Night and nature are the eternal draws of the dreamweaver. While they do not necessarily worship the night or darkness, some do, and all benefit from the blessings that obscurity grants unto them. Most often, a dreamweaver’s enemies will never even be aware of them before it is too late. Whether naturally or through spells, the dreamweaver makes sure they are felt, not seen.

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Dreamweavers, most generally, are not the hardiest of spellcasters. Unlike the warlocks, who supplement their magic with some martial capability, dreamweavers rely most on their ability to twist others’ wills to their own, and maintain control over the field. In other, more extreme cases, they use dark magic to silence or kill their prey quickly.

### Speak From The Shadows

Dreamweavers seldom ever live alone. Tapping into the powers of manipulation has them often rising to power – however their discipline mostly keeps them out of the spotlight. They generally prefer to be the one pulling strings from behind the curtain, to redeem the benefits of whatever situation they place themselves in. Sometimes they situate themselves as the leader of a bandit clan behind a brutish figurehead. In other cases, they use their abilities to live quietly among the nobility they were not born into. However, it is not unheard of for a person to come by the abilities naturally, and use it for adventure.

### Creating A Dreamweaver

When creating a dreamweaver, it is important to consider what ties they have to night, dreams, and the dark. Perhaps your character worships a moon deity, and draws on the energies of sleep. Maybe your character comes from a family of street magicians, and showed exceptional talent in enchanting the public, then chose to hone that talent. Alternatively, your character might have come from a bloodline of mages focusing on a different talent – such as a school of abjuration.
   
   What is your position now, and how did you achieve it? Are you just starting to develop your deadly and enchanting prowess, or are you a seasoned wielder of the way of the mind? What powers called you to adventure the realm?
   
#### Quick Build
You can make a dreamweaver quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexterity. Second, choose the criminal background.


## Class Features
As a dreamweaver, you gain the following class features
#### Hit Points
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- **Hit Dice:** 1d6 per dreamweaver level
- **Hit Points at 1st Level:** 6 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per dreamweaver level after 1st

#### Proficiencies
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- **Armor:** None
- **Weapons:**  Daggers, Sickles, Shortbows, Rapiers, Shortswords, Whips.
- **Tools:** Enchanting Supplies

___
- **Saving Throws:** Wisdom, Charisma
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##### The Dreamweaver
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th 
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Panicked Frenzy, Lost Gaze | — | — | — | — | — | — | — | 
| 2nd | +2 | Caster's Boon, Mental Fracture, Spellcasting | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Dream Path, Dream Thief | 2 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 3 | — | — | — | — |
| 5th | +3 | Threads of Fate | 3 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Panicked Frenzy & Lost Gaze Improvement | 3 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Dream Path Feature | 3 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | Dream Charm | 4 | 6 | 4 | 3 | — | — | — | 
| 10th | +4 | Nemesis | 4 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Dream Path Feature | 4 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | Threads of Fate Improvement | 5 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Panicked Frenzy & Lost Gaze Improvement | 5 | 8 | 4 | 3 | 3 | 1 | — | 
| 15th | +5 | Dream Path Feature | 5 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | The Raven's Feast | 6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Nemesis Improvement | 6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 7 | 11 | 4 | 3 | 3 | 3 | 2 | 
| 20th | +6 | Valor Aura | 7 | 11 | 4 | 3 | 3 | 3 | 2 |
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- **Skills:**  Choose three from Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth.

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

- (a) two daggers or (b) a shortbow
- (a) two shortswords, (b) a whip, or (c) a rapier
- (a) a scholar’s pack or (b) a diplomat’s pack 
- an arcane focus

### Panicked Frenzy
Beginning at 1st level, you are able to tap into the fear and anger of those around you. Use your action to activate this ability. Choose a humanoid or beast target within 30 feet that you can see. The target must make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. . Upon failure, the target becomes enraged and attacks the nearest living entity within its line of sight, friend or foe.

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This effect lasts for one minute or until something breaks your concentration. This effect does not end if you or your allies damage the target. At the end of each of its turns, it may repeat its saving throw to try to dispel the effect. Once the effect ends, the creature cannot be affected again until its next long rest. This effect automatically fails against targets that are not humanoid or beasts.

Once at 6th, and again at 14th level, you may affect an additional target with Panicked Frenzy, which does not affect your concentration. You may also choose another type of target to be affected by Panicked Frenzy from the following list: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, undead. These may be the same or different choices than those you make for Lost Gaze.

### Lost Gaze
Being near someone allows you to charm their mind with your eyes. Use your action to activate this ability. Choose a humanoid or beast target within 5 feet of you that can see you. The target must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. Upon failure, the creature becomes charmed and paralyzed for one minute, and is visibly dazed.
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This condition is maintained until the creature takes damage, or until something breaks your concentration. Once the effect ends, the creature cannot be affected again until its next long rest. This effect automatically fails against targets that are not humanoid or beasts.


Once at 6th, and again at 14th level, you may choose another type of target to be affected by Lost Gaze from the following list: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, undead. These may be the same or different choices than those you make for Panicked Frenzy.


### Caster's Boon

At 2nd level, you adopt a particular arcana as your specialty. Choose one of the following options.

#### Anonymity
Once per long rest, you are able to cast “Disguise Self" without using a spell slot.
#### Evasive Magic
+2 to AC when not wearing armor
#### Marked
Once per short rest, you are able to cast “Hex” without using a spell slot.
#### Protection
Once per long rest, you are able to cast “Protection from Evil and Good” without using a spell slot.
#### Shadow
Gain proficiency in Stealth, and add double your proficiency bonus. If you already have proficiency in Stealth, double your proficiency bonus for stealth and  gain proficiency in one additional Dexterity based ability of your choice.

### Mental Fracture
Also at 2nd level, communing with dreams has given you enough insight to communicate in less conventional means. You learn Deep Speech if you do not know the language already, and are able to cast the “message” cantrip at will.

### Spellcasting

By the time you reach 2nd level, you have learned to draw upon the arcane nature of dreams to cast spells.

#### Cantrips
You Know two cantrips of your choice from the dreamweaver spell list. You learn additional dreamweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dreamweaver table.

#### Spell Slots
The Dreamweaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell faerie fire and have a 1st-level and a 2nd-level spell slot available, you can cast faerie fire using either slot.

#### Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the dreamweaver spell list.

The Spells Known column of the Dreamweaver table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the dreamweaver spells you know and replace it with another spell from the dreamweaver spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your dreamweaver spells, since their magic draws on enchanting and manipulation. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dreamweaver spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier

Spell Attack Modifier = your proficiency bonus + your charisma modifier

#### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

### Dream Path

At third level, you choose a path that exercises and employs your abilities: The Path of The Wraith, The Path of The Adder, and The Path of Terror, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 7th, 11th, and 15th level.

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### Dream Thief
Beginning at third level, you have intuited how to feed off of the energy of other’s dreams. Use your action to activate this ability. Choose one target within 10 feet of you that is asleep or under the effect of your Lost Gaze ability. Roll a D20 and add your spell attack modifier against a DC of 8 + the target’s proficiency bonus + the target’s Charisma modifier. On a success, the target takes 1d6 psychic damage which does not heal at the end of their rest if the target is sleeping. For 10 minutes, your spell save DC is increased by half the damage dealt, rounded down.

At 11th level, you may choose to inflict 2d6 psychic damage, adding one-third of the damage inflicted to your spell save DC, but the effect lasts for only 1 minute. Also at 11th level, you may choose to use your action to make another check on subsequent turns to deal 2d6 damage, but your spell save DC will not increase beyond the initial turn. On a failed check, Lost Gaze is dispelled and the target wakes up if asleep.
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### Ability Score Improvement
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.
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### Threads of Fate
At 5th level, you gain unique arcana to alter reality, which are three special dice called threads of fate. When you make a saving throw, you may choose to expend a thread of fate to add 1d6 to the result after you roll, but before you know whether you succeed or fail. Alternatively, you may use your reaction to target a creature within 30 feet of you when it makes a saving throw and choose to add or subtract 1d6 from its result before you know whether the target succeeds or fails. All expended threads of fate are restored at the end of each long rest.

At 13th level, your threads of fate may be added to or subtracted from a target’s saving throws, attack rolls, or ability checks. Additionally, all expended threads of fate are restored at the end of a long or short rest.

### Dream Charm
By ninth level, you have learned how to project yourself into a victim’s dreams and influence their opinion of you. While a target is asleep or under the effect of your Lost Gaze, you may make a contested Charisma check against their Wisdom saving throw. If the target fails, they are under the effect of a “suggestion” spell as long as you maintain concentration.

### Nemesis
When you reach 10th level, you are able to manifest a target’s nightmares to assault them in combat. As an action, you may expend a spell slot of first level or higher to have a “large” or smaller target make a Charisma saving throw against your spell save DC. On a failure, an illusory copy of the target is summoned, hovering  5 feet over it.

Whenever the target moves, the copy moves with it. At the beginning of the target’s turn, the Nemesis automatically hits the target, using an illusory copy of whatever weapon or damaging spell the target used last. If the target has more than one attack on its action, the illusory Nemesis mimics it. Damage is dealt to the target as Psychic damage. The target repeats its saving throw at the end of each of its turns.

At 18th level, you may target "huge" creatures or smaller. The Nemesis also siphons health into you, healing you for half the damage it deals to the target.

### The Raven's Feast

When you reach 17th level, you always have advantage on your roll while attempting Dream Thief. In addition, the bonus to your Spell Save DC lasts for one hour. The target you are feeding on with this feature must succeed a DC 12 Charisma saving throw or instantly take an additional 8d6 psychic damage, followed by 4d6 necrotic damage. If this drops them below 0 health, you may choose to raise them as a zombie under your control for seven days (see page 311 of the PHB for a zombie's statistics)
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### Valor Aura
At 20th level, you may project your aspiration into your allies. Using your action on your turn, you may grant every ally within 30 feet of you advantage on melee weapon attacks until your next turn. You may also choose to grant any targets under your Panicked Frenzy effect advantage if you wish to do so – and they do not need to be within the 30 foot radius.
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# Dream Paths

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Dreamweavers share many attributes, but may choose to exercise their influence in different ways and methods. The dream path you select reflects how the shadows have blessed you.

### Path of the Wraith

As one who walks the path of the wraith, your life is a constant march down the razor’s edge between life and death. The wraith cares little for who or why – there are only two truths: the strong feed on the weak, and the silent survive.

#### Cloaked By Night

At third level, when you select this dream path, you are able to naturally blend in with the shadows. You benefit from lightly obscured areas such as dim light, patchy fog, and moderate foliage; they will grant you half cover, adding 2 to your AC.

#### Vanish Into Darkness

Beginning at 3rd level, you may cast Invisibility as a 2nd level spell without expending a spell slot once per short rest.

#### Ghostwalk

Starting at 7th level, you may use your bonus action at the beginning of your turn to expend a spell slot of 1st level or higher and vanish into the ether. You will remain invisible and intangible until the end of your turn or until you attack, interact with an object, or take an action that would break invisibility.

After you take an action, you teleport to the space you were in when you began ghostwalking, and will not invoke an attack of opportunity if you were within melee range of an enemy. Attacks and ability checks you make while ghostwalking have advantage.

#### Projected Gaze

Once you reach 7th level, you may cast Hypnotic Pattern as a 3rd level spell without expending a spell slot once per short rest.

#### Lamb To The Slaughter

At level 11, creatures caught in your Lost Gaze become numb to your presence. You may choose to attack the target caught in your gaze for half damage without dispelling their charmed or paralysis effects. After attacking, the target makes an additional saving throw at the beginning of its next turn. The Lost Gaze is still dispelled if anyone other than you damages the target, or if something breaks your concentration.

#### Ethereal Transmission

By the time you reach level 11, you may cast Dimension Door without expending a spell slot once per short rest.

#### The Reaper Comes

Once you reach level 15, you embody the aspect of the wraith. Once per day, you may choose a large or smaller creature within 20 feet of you as an action. A spectral assassin, invisible to everyone except a dreamweaver, is summoned to kill your target. If the creature you choose has a hit point maximum of 100 or less, it must make a Constitution saving throw against your spell save DC. On a failure, it dies instantly, leaving no visible sign of what caused their death. On a success, the target takes 8d8 psychic damage and falls prone.
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### Path of the Adder

Those who follow the path of the adder pride themselves on strict discipline of their arts. They believe a level head wins the day, and that the insecurities of others will be their downfall – even if they are the ones exploiting them.

#### Venomblood

When you select the path of the adder at 3rd level, you gain resistance to Acid damage, immunity to Poison damage, and have advantage on any saving throws that would give you the poisoned condition.

#### Snake Oil

At level 3, you are able to cast Calm Emotions once per short rest, without expending a spell slot.


#### Boon of Experience

When you reach level 7, you may select an additional Caster’s Boon, however it cannot be the same boon you selected at level 2. You may also select two cantrips to learn from the Bard, Druid, or Warlock spell lists, which do not count against your cantrip limit.

#### Forked Tongue

Once you reach level 7, you are able to cast Tongues once per short rest, without expending a spell slot.

#### Serpentine Strike

At level 11, you are able to imbue the spirit of the adder into your strikes. You must declare you are using this ability before you attack. When you hit a target with a weapon attack, you may use your bonus action to have them make a Constitution saving throw against your spell save DC. On a failure, the target takes an additional 2d8 poison damage. This damage is tripled on a crit. You may use this ability an amount of times equal to your dexterity modifier per long rest.

#### Convincing Presence

Upon reaching level 11, you are able to cast Compulsion once per short rest without expending a spell slot.

#### Heavy Weighs the Tapestry

Once you reach level 15, you may project the spirit of the adder into others. Once per day, you may choose a target within 30 feet of you as an action. The target makes a Constitution saving throw against your spell save DC. On a failure, the target suffers three levels of exhaustion, and must repeat its saving throw at the beginning of each of its turns. On each failed save, it gains another level of exhaustion, dying at level 6. On a success, the target regains one level of exhaustion, but suffers 4d8 necrotic damage.

### Path of Terror

Those who choose the path of terror take pleasure in causing abject fear in their enemies. They relish the screams of the weak, trapping their victims where they stand, growing stronger with the more horror they can spread.
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#### Nightmare

When you select the path of terror at 3rd level, you are able to project horrible images into the mind of a creature affected by your Panicked Frenzy. While the target is attacking whatever is near it, you may also choose one sentient creature within 30 feet of you, including yourself, that the target becomes frightened by.

#### Impose Convulsion

At level 3, you are able to cast Ray of Enfeeblement once per short rest, without expending a spell slot.

#### Visage of Dismay

When you reach level 7, your attacks alone are enough to frighten an enemy. Whenever you hit a target with a weapon attack, they must succeed an Intelligence saving throw against your spell save DC or become frightened by you until the end of their next turn.

#### Eldritch Horror

Once you reach level 7, you are able to cast Hunger of Hadar once per short rest, without expending a spell slot.

#### Champions of Madness

At level 11, those affected by your panicked frenzy ability are emboldened by their fear. Damage dealt by those under the effect is increased by 1d10. This damage die is tripled on a critical hit.

#### Fear of Death

Upon reaching level 11, you are able to cast Blight at 4th level once per short rest without expending a spell slot.

#### Dreadful Demise

Once you reach level 15, you are able to tap into massive amounts of fear. Once per day, you may use your action to strike terror into those around you. Every hostile creature within 45 feet of you makes a Wisdom saving throw against your spell save DC. On a failure, the targets are paralyzed and frightened for one minute, or until they are damaged by you or your allies. After taking damage from you or your allies, the creature is no longer paralyzed, but still frightened by you for the rest of the minute duration.

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# Dreamweaver Spell List

##### Cantrips


Chill Touch

Dancing Lights

Friends

Light

Mage Hand

Minor Illusion

Prestidigitation

Produce Flame

Ray of Frost

Resistance

Spare the Dying

Vicious Mockery

##### Level 1

Alarm

Charm Person

Dissonant Whispers

Expeditious Retreat

Faerie Fire

False Life

Fog Cloud

Healing Word

Hex

Identify

Illusory Script

Ray of Sickness

Silent Image

Sleep

Tasha’s Hideous Laughter


##### Level 2

Blindness / Deafness

Blur

Crown of Madness

Darkness

Darkvision

Enthrall

Hold Person

Pass Without Trace

See Invisibility

Suggestion

Zone of Truth

##### Level 3

Aura of Vitality

Bestow Curse

Dispel Magic

Fear

Feign Death

Magic Circle

Major Image

Nondetection

Speak With Dead

Vampiric Touch

##### Level 4

Arcane Eye

Banishment

Confusion

Death Ward

Dominate Beast

Evard’s Black Tentacles

Fabricate

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Otiluke’s Resilient Sphere

Phantasmal Killer

##### Level 5

Awaken

Contagion

Dominate Person

Dream

Geas

Hold Monster

Mislead

Modify Memory

Rary’s Telepathic Bond

Seeming

Telekinesis

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