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Dreamer Class Critique
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<blockquote data-quote="Ellenroe" data-source="post: 4403907" data-attributes="member: 74696"><p>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><p> </p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>________________________________________________________________</p><p> </p><p><strong><u><span style="font-family: 'Times New Roman'"><span style="color: white">Dreamer</span></span></u></strong></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">“Those dark places inside, I own them. Where you are afraid to tread awake, I have made my home.”</span></span></span></p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Class Traits</span></span></span></strong></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Role:</strong> 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. </span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Power Source:</strong> 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.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Key Abilities:</strong> Wisdom, Dexterity, Charisma</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Armor Proficiencies:</strong> Cloth, Leather, Hide</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Weapon Proficiencies:</strong> Simple Melee, Simple Ranged, Flails</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"> <strong>Bonus to Defense:</strong> +1 Reflex, +1 Will</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Hit Points at 1rst Level:</strong> 10 + Constitution Score</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Hit Points per Level Gained:</strong> 5</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Healing Surges per Day</strong>: 6 + Constitution Score</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Trained Skills:</strong> From the class skills listed below, choose four trained skills at 1rst level.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Class Skills:</em> Arcana(Int) , Bluff(Cha), Insight(Wis), Intimidate(Cha), Nature(Int), Perception(Wis), Religion(Int), Streetwise(Cha)</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Build Options: Insighter, Bringer</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Class Features: Chain-Channeler, Ritual Casting, Sleep-Walker, Awareness</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"> 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.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"> 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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">CREATING A DREAMER</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">INSIGHTER</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"> <strong>Suggested Feat:</strong> Improved Initiative</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested Skills:</strong> Arcana(Int), Nature(Int), Perception(Wis), Religion </span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"> (Int)</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested At-Will Powers:</strong> Dream-Clap, Mind Blast</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested Encounter Power:</strong> Night Terror </span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested Daily Power:</strong> Share Your Experience</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">BRINGER</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Suggested Feat:</strong> Toughness</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested Skills:</strong> Bluff(Cha), Intimidate(Wis), Insight(Cha), Perception</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"> (Wis)</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested At-Will Powers:</strong> Chain of Command, Day-Dreamer</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested Encounter Power:</strong> Rake the Flesh</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong> Suggested Daily Power:</strong> Remind Them</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">DREAMER CLASS FEATURES</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">You have the following class features.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">CHAIN-CHANNELER</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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 <em>Flail</em> 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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">SLEEP-WALKER</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">AWARENESS</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">RITUAL CASTING</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">LEVEL 1 AT-WILL SPELLS</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Dream-Clap Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">A sudden clap of your hands could almost waken the dead with its force.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">At-Will * Thunder</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Ranged 5</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Wisdom vs. Fortitude</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 1d6 + Charisma modifier thunder damage, and the target is deafened until the end of your next turn.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Increase damage to 2d4 + Charisma modifier thunder damage at 21rst level.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Mind-Blast Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">With a nod of your head and a blink of your eyes you smash your enemies’ thoughts.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">At-Will * Arcane, Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Ranged 10</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Wisdom vs. Will</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 1d6 + Charisma modifier psychic damage.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Increase damage to 2d4 + Charisma modifier damage at 21rst level.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Effect: The target takes ongoing 5 psychic damage (save ends).</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Chain of Command Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Wielding your chosen weapon you force others to understand your demands.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">At-Will * Martial, Weapon, Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Dexterity vs. AC</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 1[W] damage</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Increase to 2[W] damage at 21rst level.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Effect: If wielding a weapon of the Flail group the target hit takes ongoing 5 psychic damage (save ends).</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Day Dreamer Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">You remind yourself of what you have experienced by causing others pain.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">At-Will * Martial, Weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Dexterity vs. AC</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 1[W] + Dexterity modifier damage.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Increase to 2[W] + Dexterity modifier damage at 21rst level.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">LEVEL 1 ENCOUNTER EXPLOITS</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Night Terror Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Concussive force reminds others of their worst dream, repelling them from its presence.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Encounter * Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Area burst 2 within 10 squares</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: Each enemy in burst</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Wisdom vs. Will</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 1d6 + Charisma modifier thunder damage, and the target is knocked back 3 squares from the origin of the burst.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Unrelenting Fear Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Your innate knowledge of fear makes you a dangerous foe.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Encounter * Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Dexterity vs. Reflex</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Pain of Youth Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">You recall the pains experienced by all during their early years of existence.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Encounter * Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Ranged 10</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Wisdom vs. Will</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 2d6 + Charisma modifier psychic damage </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Miss: 1d6 psychic damage</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Rake the Flesh Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">With precise timing you make an enemy feel the pain of heaven and earth.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Encounter * Martial, weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Dexterity vs. AC</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 1[W] + Dexterity modifier damage and the target is slowed until the start of its next turn.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Miss: The target is slowed until the start of its next turn.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Special: If you are wielding a weapon from the Flail group you automatically succeed on the secondary attacks’ check.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">LEVEL 1 DAILY SPELLS</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Share your Experience Dreamer Attack 1</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Area burst 5 within 5 squares</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: Each creature in burst</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Wisdom vs. Will</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: Each enemy in rage takes Charisma modifier damage and ongoing Charisma modifier damage (save ends).</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Heighten the Pain Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">You have dreamed of this much pain.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Thunder</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Area burst 3 within 10 squares</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: Each creature in burst</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Wisdom vs. Will</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Remind Them Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">You will make them remember your visage in their dreams.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Martial, weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Dexterity vs. AC</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Deep Sleep Dreamer Attack 1</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">If they won’t enter willingly…</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Martial, weapon, Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Attack: Dexterity vs. Reflex</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Hit: 2d6 + Charisma modifier damage.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white">LEVEL 2 UTILITY SPELLS</span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Repellent Dreamer Utility 2 </span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I don’t like you and you shouldn’t like me.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Thunder</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Immediate Interrupt Personal</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Trigger: An enemy moves adjacent to you.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Effect: You shift one square and you push an enemy one square.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Whiplash Dreamer Utility 2</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">You whirl your weapon above your head in a circular defensive motion.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Encounter * Martial, weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Melee weapon</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Dream a Little Dream Dreamer Utility 2</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Oftentimes dreams and illusions are just that.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Personal</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: One creature</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Effect: You become invisible to one target until the end of your next turn. This effect is immediately removed if you attack the target.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Haze of Domus Dreamer Utility 2</span></span></span></p><p><em><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The Domus is filled with a thick, viscous fog that never dissipates.</span></span></span></em></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Daily * Psychic</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Standard Action Area burst 10</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Target: Any creature in burst</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">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. </span></span></span></p></blockquote><p></p>
[QUOTE="Ellenroe, post: 4403907, member: 74696"] 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. :) ________________________________________________________________ [B][U][FONT=Times New Roman][COLOR=white]Dreamer[/COLOR][/FONT][/U][/B] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]“Those dark places inside, I own them. Where you are afraid to tread awake, I have made my home.”[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [B][SIZE=3][FONT=Times New Roman][COLOR=white]Class Traits[/COLOR][/FONT][/SIZE][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Role:[/B] 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. [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Power Source:[/B] 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.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Key Abilities:[/B] Wisdom, Dexterity, Charisma[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Armor Proficiencies:[/B] Cloth, Leather, Hide[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Weapon Proficiencies:[/B] Simple Melee, Simple Ranged, Flails[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white] [B]Bonus to Defense:[/B] +1 Reflex, +1 Will[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Hit Points at 1rst Level:[/B] 10 + Constitution Score[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Hit Points per Level Gained:[/B] 5[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Healing Surges per Day[/B]: 6 + Constitution Score[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Trained Skills:[/B] From the class skills listed below, choose four trained skills at 1rst level.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Class Skills:[/I] Arcana(Int) , Bluff(Cha), Insight(Wis), Intimidate(Cha), Nature(Int), Perception(Wis), Religion(Int), Streetwise(Cha)[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Build Options: Insighter, Bringer[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Class Features: Chain-Channeler, Ritual Casting, Sleep-Walker, Awareness[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white] 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.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white] 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.[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]CREATING A DREAMER[/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]INSIGHTER[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white] [B]Suggested Feat:[/B] Improved Initiative[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested Skills:[/B] Arcana(Int), Nature(Int), Perception(Wis), Religion [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white] (Int)[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested At-Will Powers:[/B] Dream-Clap, Mind Blast[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested Encounter Power:[/B] Night Terror [/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested Daily Power:[/B] Share Your Experience[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]BRINGER[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white][B]Suggested Feat:[/B] Toughness[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested Skills:[/B] Bluff(Cha), Intimidate(Wis), Insight(Cha), Perception[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white] (Wis)[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested At-Will Powers:[/B] Chain of Command, Day-Dreamer[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested Encounter Power:[/B] Rake the Flesh[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B] Suggested Daily Power:[/B] Remind Them[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]DREAMER CLASS FEATURES[/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]You have the following class features.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]CHAIN-CHANNELER[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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 [I]Flail[/I] 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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]SLEEP-WALKER[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]AWARENESS[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]RITUAL CASTING[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]LEVEL 1 AT-WILL SPELLS[/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Dream-Clap Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]A sudden clap of your hands could almost waken the dead with its force.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]At-Will * Thunder[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Ranged 5[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Wisdom vs. Fortitude[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 1d6 + Charisma modifier thunder damage, and the target is deafened until the end of your next turn.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Increase damage to 2d4 + Charisma modifier thunder damage at 21rst level.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Mind-Blast Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]With a nod of your head and a blink of your eyes you smash your enemies’ thoughts.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]At-Will * Arcane, Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Ranged 10[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Wisdom vs. Will[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 1d6 + Charisma modifier psychic damage.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Increase damage to 2d4 + Charisma modifier damage at 21rst level.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Effect: The target takes ongoing 5 psychic damage (save ends).[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Chain of Command Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]Wielding your chosen weapon you force others to understand your demands.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]At-Will * Martial, Weapon, Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Dexterity vs. AC[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 1[W] damage[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Increase to 2[W] damage at 21rst level.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Effect: If wielding a weapon of the Flail group the target hit takes ongoing 5 psychic damage (save ends).[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Day Dreamer Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]You remind yourself of what you have experienced by causing others pain.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]At-Will * Martial, Weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Dexterity vs. AC[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 1[W] + Dexterity modifier damage.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Increase to 2[W] + Dexterity modifier damage at 21rst level.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]LEVEL 1 ENCOUNTER EXPLOITS[/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Night Terror Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]Concussive force reminds others of their worst dream, repelling them from its presence.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Encounter * Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Area burst 2 within 10 squares[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: Each enemy in burst[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Wisdom vs. Will[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 1d6 + Charisma modifier thunder damage, and the target is knocked back 3 squares from the origin of the burst.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Unrelenting Fear Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]Your innate knowledge of fear makes you a dangerous foe.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Encounter * Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Dexterity vs. Reflex[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Pain of Youth Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]You recall the pains experienced by all during their early years of existence.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Encounter * Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Ranged 10[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Wisdom vs. Will[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 2d6 + Charisma modifier psychic damage [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Miss: 1d6 psychic damage[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Rake the Flesh Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]With precise timing you make an enemy feel the pain of heaven and earth.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Encounter * Martial, weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Dexterity vs. AC[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 1[W] + Dexterity modifier damage and the target is slowed until the start of its next turn.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Miss: The target is slowed until the start of its next turn.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Special: If you are wielding a weapon from the Flail group you automatically succeed on the secondary attacks’ check.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]LEVEL 1 DAILY SPELLS[/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Share your Experience Dreamer Attack 1[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Area burst 5 within 5 squares[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: Each creature in burst[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Wisdom vs. Will[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: Each enemy in rage takes Charisma modifier damage and ongoing Charisma modifier damage (save ends).[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Heighten the Pain Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]You have dreamed of this much pain.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Thunder[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Area burst 3 within 10 squares[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: Each creature in burst[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Wisdom vs. Will[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Remind Them Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]You will make them remember your visage in their dreams.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Martial, weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Dexterity vs. AC[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Deep Sleep Dreamer Attack 1[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]If they won’t enter willingly…[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Martial, weapon, Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Dexterity vs. Reflex[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 2d6 + Charisma modifier damage.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white]LEVEL 2 UTILITY SPELLS[/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white]Repellent Dreamer Utility 2 [/COLOR][/FONT][/SIZE] [I][FONT=Times New Roman][SIZE=3][COLOR=white]I don’t like you and you shouldn’t like me.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Thunder[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Immediate Interrupt Personal[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Trigger: An enemy moves adjacent to you.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Effect: You shift one square and you push an enemy one square.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Whiplash Dreamer Utility 2[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]You whirl your weapon above your head in a circular defensive motion.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Encounter * Martial, weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Melee weapon[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Dream a Little Dream Dreamer Utility 2[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]Oftentimes dreams and illusions are just that.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Personal[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: One creature[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Effect: You become invisible to one target until the end of your next turn. This effect is immediately removed if you attack the target.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white] [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Haze of Domus Dreamer Utility 2[/COLOR][/SIZE][/FONT] [I][FONT=Times New Roman][SIZE=3][COLOR=white]The Domus is filled with a thick, viscous fog that never dissipates.[/COLOR][/SIZE][/FONT][/I] [FONT=Times New Roman][SIZE=3][COLOR=white]Daily * Psychic[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action Area burst 10[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Target: Any creature in burst[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]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. [/COLOR][/SIZE][/FONT] [/QUOTE]
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