Grognard's Grimoire: Dreamer

Stranger in waking life. Adventurer of the Other World. King in dreams.
PrimeRequisite: WIS
HitDice: 1d6
MaximumLevel: 10
Armor:None
Weapons:Any
Languages: Alignment, Common, Dreamspeech
A dreamer is a mystic who slips beyond the borders of waking reality intostrange and hidden realms. His body may be plain and earthbound,but his mind wanders distant dimensions where wonder and dreadintertwine. He may return with uncanny powers – or lose himself forever. In the waking world, a dreamer often serves as a seer,prophet, or enigmatic wanderer, forever shaped by what he has seen.
CombatA dreamer can use any weapon, but he is unable to use to shields or wear any kind of armor.
Between Two WorldsIf a Dreamer is reduced to 0 hp in the Dreamlands, his body in the Waking World convulses and falls into a deathlike coma. He vanishes from the Dreamlands immediately, reappearing in his mortal body after 1d6 days of real-world time. During this period, he cannot enter the Dreamlands by any means.
However, each time a Dreamer is “slain” in the Dreamlands, there is a 1-in-6 chance that his soul becomes untethered. If this occurs, his waking body dies instantly and his spirit is trapped in the Dreamlands forever, unless restored by magic or divine intervention capable of true resurrection. Thereafter, any subsequent death is permanent.
Starting at 7th level, this risk is reduced to 1-in-12, reflecting mastery over his dream-self.
Dream LoreAt 1st level, a dreamer must choose one of the following:
Moon Scholar: Has studied the secret languages of the moonlit realms. Gains the ability to speak and read one additional ancient or alien tongue (e.g. Feline, Moonspeech, etc.)Oneiric Talisman: Possesses a relic from dreams that anchors thought. Once per day, may re-roll a failed saving throw versus attempts to alter thoughts, emotions, or will.Prophetic Memory: Once per day, may declare an event as something foreseen in a dream. Gains +4 bonus on one related action.Silver Veil: The mind slips through lies and glamour. Gains a +2 bonus to saving throws against effects that disguise reality, such as illusions and other deceptions of sight, sound, or thought.Dream PowersA dreamer does not cast spells but instead manifest unpredictable powers from the Dreamlands. To do so, roll 1d8 twice on the Dream Powers table below and select one of the results. The chosen power may be used immediately or held until the end of the dreamer’s next action, after which it fades if unused and still counts toward the daily limit. Only one power can be held at a time. At levels 3, 6, and 9, a dreamer may choose one, two, and three of his daily powers respectively instead of rolling for them. Six hours of sleep restore all daily uses and remove any held power.
Forgotten Memory: Target forgets last 1d6 turns (save versus spells negates). Can erase knowledge of events, questions, or spells.Gaze Beyond the Veil: Ask the referee one question about the situation, the future, or a hidden truth. The answer may be symbolic or vague unless manifested while sleeping.Healing Light: Touch restores 1d8 + level HP. Undead take damage instead.Moonblade: Summons a +1 glowing sword (1d8 dmg, lasts 1 turn, magical, parry 1d4 dmg once/round).Oneiric Firebolt: 120' range, 2d6 dmg (save versus spells for half). Magical fire. On failed save, target also hallucinates for 1 round.Phantom Passage: Teleport self + 1 willing target up to 60'. Must know the destination. Cannot pass through stone or magical wards.Sleep of the Silver Gate: Affects up to 3 HD of creatures (no save if HD ≤ 1). Sleep lasts 1d6 turns.Summon Dream-Beast: Conjures a 2 HD creature (AC 7 [12], 1d8 bite, morale 10, lasts 1 turn or until slain).Dream SurgeWhen a dream powers rolls yield the same result on both dice, roll 1d20 to determine an additional consequence.

At 9th level, a dreamer attracts 1d6 followers: dream-touched mystics, alien poets, or seers. Instead of a fortress, a Dreamer may establish a hidden dream-sanctum, accessible only through ritual sleep.
Dreamer Level Progression
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
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