Dreamer Class Critique

Ellenroe

First Post
My friends and I are having a competition where we create a class and the winner (whomever creates the best and most balanced class) gets to use that class in our games, (we vote on it). Below is my version. I would love any feedback on this class. Im trying to avoid power-creep OP issues but also to create a solid controller. Thanks in advance for any feedback.

P.S. This is my first draft so if it isnt viable, sorry. Once I get a feel for this I will continue this class (with paragon tiers) and maybe post my second class. :)

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Dreamer

“Those dark places inside, I own them. Where you are afraid to tread awake, I have made my home.”

Class Traits
Role: Controller. You have walked the realms where mortals can only dream of, and as such you have learned how to control those things that haunt even the staunchest hero’s minds.
Power Source: Psychic. Your abilities are technically dependant on your natural psychic tendencies received while sleeping. Most dreamers though will claim it’s simply through force of will.
Key Abilities: Wisdom, Dexterity, Charisma

Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged, Flails
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1rst Level: 10 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Score

Trained Skills: From the class skills listed below, choose four trained skills at 1rst level.
Class Skills: Arcana(Int) , Bluff(Cha), Insight(Wis), Intimidate(Cha), Nature(Int), Perception(Wis), Religion(Int), Streetwise(Cha)

Build Options: Insighter, Bringer
Class Features: Chain-Channeler, Ritual Casting, Sleep-Walker, Awareness

Dreamers are the walkers of a realm all mortals visit but none stay. By traveling this metamorphic realm for extended periods Dreamers have learned to use the power inherit in dreams to grant their abilities wherever they may roam. While others may study books and trained under masters of their arts, Dreamers have learned by experience. Because it’s only by walking the path can a dreamer awaken.
Dreamers call finding their art ‘awakening’. This process happens to only a select few. Those plagued by only the most horrendous nightmares or grandiose visions can become trapped in the dream realm known informally as ‘Domus’. The lucky ones find their way out after only a few days, others may take longer or might never return. During this time the body remains inert, essentially comatose. Unfortunately since this state cannot even be magically removed, some Dreamers die from exposure, starvation, or human intervention leaving the spirit trapped in the Domus, forever lost.
After the ‘awakening’ many Dreamers are warped by the experience. Either a renewed extreme faith in their personal convictions or a complete apathy for anything besides themselves can occur. Dreamers can be formed from any sentient being from any race and any background. Almost all Dreamers carry some form of chain with them however, to remind themselves of how they were once held in bondage to the physical world. And it is with these chains that they remind others of what they are ignoring. It is said that Dreamers can identify a kindred simply by looking into another’s eyes but no evidence has ever been shown.

CREATING A DREAMER
Dreamers can control many different powers. Most never receive any formal training as Dreamers tend to lead rather private lives, though some may be trained by more experienced practitioners in rare cases. Working with others does occur but only to further their own goals; whether those are to increase knowledge, wealth, exact revenge, or right a wrong depends on the person. Dreamers tend to focus on two basic archetypes to accomplish their goals; the Insighter and the Bringer.

INSIGHTER
You engage those working against you at a distance, preferring to use your knowledge of nightmares and fantasies to manipulate your foes into a position where they can easily be dispatched. Whether you lambaste the enemy in force or thunder or conjure a personal nightmare from their own memories you revel in showing you enemies the folly of clinging to this world. Wisdom should be your primary score. It was your wisdom that led you to your awakening and it will allow you to impose your will on others. Charisma is useful as well as it improves many of your effects so make it your secondary option. Some of your powers rely on your chain so Dexterity should be tertiary. Constitution is also an option as it improves not only your hit points but also your Fortitude, both of which tend to be weaker for most Dreamers. When you select powers make sure to focus on those that allow you to manipulate your opponents while allowing your high Wisdom modifier to hit and damage your enemies.
Suggested Feat: Improved Initiative
Suggested Skills: Arcana(Int), Nature(Int), Perception(Wis), Religion
(Int)
Suggested At-Will Powers: Dream-Clap, Mind Blast
Suggested Encounter Power: Night Terror
Suggested Daily Power: Share Your Experience

BRINGER
A bringer has survived the dream realm through as much physical abilities as mental. While able to perform the same powers as an Insighter, a Bringer prefers to fight at close range. By wielding his weapon, usually a flail of some type, the Bringer channels his power directly into his enemies. Where an Insighter uses his Wisdom score to hit with his abilities, a Bringer uses his dexterity to batter his foes. Dexterity should be your primary score. As many of your abilities are improved by your Charisma, it should be secondary. Wisdom still drives some abilities, even for a Bringer, so it should be tertiary. Some Bringers chose to forgo Wisdom for Constitution as they are a bit closer to the action than other classes. No matter your attribute choice, as a Bringer you will take the dream world directly to the world.
Suggested Feat: Toughness
Suggested Skills: Bluff(Cha), Intimidate(Wis), Insight(Cha), Perception
(Wis)
Suggested At-Will Powers: Chain of Command, Day-Dreamer
Suggested Encounter Power: Rake the Flesh
Suggested Daily Power: Remind Them

DREAMER CLASS FEATURES
You have the following class features.

CHAIN-CHANNELER
Through your travels in the Domus you have learned to use the literal representative of the figurative chains that once bound your consciousness. As a Dreamer you have the ability to use any weapon listed on page 218 of the Players Handbook that has the Flail category heading. Also whenever you wield a weapon with the Flail group heading you are granted a +1 to hit and a +1 to damage from your exceptional training and experience with these unique weapons.

SLEEP-WALKER
As a frequent traveler of the Domus you have begun to actually pull the essence of sleep with you into other realms. Limited exposure to this substance is relatively harmless but extended exposure can wear down even the greatest hero’s defenses. Any enemy that starts three turns adjacent to you begins to feel the affects. At the start of the enemies third turn it becomes weakened (save ends). If the enemy remains next to you for another turn the condition is continued. If the enemy starts a single turn not adjacent to you then the effects are shrugged off and the turn-counter resets.

AWARENESS
Since you have experienced the greatest of illusions become reality in the Domus you are much more aware of the separation between what is real and what is not. You gain a +2 experiential bonus to any rolls against illusionary effects.

RITUAL CASTING
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Players Handbook). You possess a ritual book, and it contains two rituals that you have mastered: the ritual Tenser’s Floating Disk and one other 1rst level ritual of your choice.

LEVEL 1 AT-WILL SPELLS

Dream-Clap Dreamer Attack 1
A sudden clap of your hands could almost waken the dead with its force.
At-Will * Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and the target is deafened until the end of your next turn.
Increase damage to 2d4 + Charisma modifier thunder damage at 21rst level.

Mind-Blast Dreamer Attack 1
With a nod of your head and a blink of your eyes you smash your enemies’ thoughts.
At-Will * Arcane, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d6 + Charisma modifier psychic damage.
Increase damage to 2d4 + Charisma modifier damage at 21rst level.
Effect: The target takes ongoing 5 psychic damage (save ends).

Chain of Command Dreamer Attack 1
Wielding your chosen weapon you force others to understand your demands.
At-Will * Martial, Weapon, Psychic
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage
Increase to 2[W] damage at 21rst level.
Effect: If wielding a weapon of the Flail group the target hit takes ongoing 5 psychic damage (save ends).

Day Dreamer Dreamer Attack 1
You remind yourself of what you have experienced by causing others pain.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase to 2[W] + Dexterity modifier damage at 21rst level.

LEVEL 1 ENCOUNTER EXPLOITS

Night Terror Dreamer Attack 1
Concussive force reminds others of their worst dream, repelling them from its presence.
Encounter * Psychic
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 1d6 + Charisma modifier thunder damage, and the target is knocked back 3 squares from the origin of the burst.

Unrelenting Fear Dreamer Attack 1
Your innate knowledge of fear makes you a dangerous foe.
Encounter * Psychic
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: The target takes 2d4 psychic damage. Also the target moves the distance equal to your Charisma modifier + your Wisdom modifier away from you. This effect is ongoing (save ends). This movement provokes opportunity attacks. Any damage ends the effect. When the effect ends the target is dazed until the end of its next turn.

Pain of Youth Dreamer Attack 1
You recall the pains experienced by all during their early years of existence.
Encounter * Psychic
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d6 + Charisma modifier psychic damage
Miss: 1d6 psychic damage

Rake the Flesh Dreamer Attack 1
With precise timing you make an enemy feel the pain of heaven and earth.
Encounter * Martial, weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and the target is slowed until the start of its next turn.
Secondary Attack: Make an opposing Dexterity check against the attacks’ target. If you win the target is knocked prone and slowed on its first turn after it stands up.
Miss: The target is slowed until the start of its next turn.
Special: If you are wielding a weapon from the Flail group you automatically succeed on the secondary attacks’ check.

LEVEL 1 DAILY SPELLS

Share your Experience Dreamer Attack 1
Daily * Psychic
Standard Action Area burst 5 within 5 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: Each enemy in rage takes Charisma modifier damage and ongoing Charisma modifier damage (save ends).

Heighten the Pain Dreamer Attack 1
You have dreamed of this much pain.
Daily * Thunder
Standard Action Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: 1d6 + Charisma modifier damage. If the target(s) has ongoing damage currently affecting it the ongoing damage is doubled and the effected targets are dazed until the start of your next turn. The ongoing damage cannot be increased further by any means.

Remind Them Dreamer Attack 1
You will make them remember your visage in their dreams.
Daily * Martial, weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2d4 + Charisma modifier damage. If the target has ongoing damage currently affecting it the ongoing damage is doubled and the target is dazed until the start of its next turn. The target is also slowed for the remainder of the encounter. The ongoing damage cannot be increased further by any means.

Deep Sleep Dreamer Attack 1
If they won’t enter willingly…
Daily * Martial, weapon, Psychic
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Special: If you are wielding a weapon from the Flail group on a successful hit you envelope the enemy in the chain and bind it. The enemy falls unconscious until the end of your next turn.

LEVEL 2 UTILITY SPELLS

Repellent Dreamer Utility 2
I don’t like you and you shouldn’t like me.
Daily * Thunder
Immediate Interrupt Personal
Trigger: An enemy moves adjacent to you.
Effect: You shift one square and you push an enemy one square.

Whiplash Dreamer Utility 2
You whirl your weapon above your head in a circular defensive motion.
Encounter * Martial, weapon
Standard Action Melee weapon
Effect: Until the start of your next turn you gain a +2 bonus to AC and any opponent that ends its turn adjacent to you is pushed back one square. This movement provokes opportunity attacks from others.

Dream a Little Dream Dreamer Utility 2
Oftentimes dreams and illusions are just that.
Daily * Psychic
Standard Action Personal
Target: One creature
Effect: You become invisible to one target until the end of your next turn. This effect is immediately removed if you attack the target.

Haze of Domus Dreamer Utility 2
The Domus is filled with a thick, viscous fog that never dissipates.
Daily * Psychic
Standard Action Area burst 10
Target: Any creature in burst
Effect: The room fills with a dense fog filling the burst area up to 10 ft. high. This fog completely obscures vision for any creature besides a Dreamer beyond 1 square. This fog begins to dissipate on its second turn. Each round the fog burst shrinks one square and 1ft. in height. Any wind or current doubles this effect.
 

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