Dream Shaman | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dream Shaman

The Dream Shaman is as mysterious as they are rare, and specialize in manipulation of the mind above all else. Far from illusionists, these shaman are masters of the dreams of those around them, and are the reason for the myth of the sandman. As you master this enigmatic tradition, you will learn to call to the world of dreams and pull creatures to it. You will also master the dream itself, and learn to manifest it in reality.

The Dream Shaman is often in their own mind, and is as strange a foe to face in battle as any creature of dreams could ever be. These shaman are highly sought after for their knowledge of dreams, and the interpretations they can give.
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Clairvoyant Slumber

At 3rd level, when you claim this tradition, you learn how to use your dreams to traverse time. When at rest, you may see the events that have previously occurred in the area around you, or look forward at the future that may become. When you do this, you can focus on a distance in time from your current time and seek a specific answer, or you can simply see what may be.
Dream Shaman Totems

At 3rd level, when you claim this tradition, your totems list expands. Totems made by Dream Shaman are made of small pieces of metal, and appear transparent when active. They are often worn as necklaces or charms on bracelets, and bear intricate designs carefully carved into the shining surface.

  • Conch Shell. You and your allies within 30 feet of the totme gain temporary hit points equal to your Shaman level. Additionally, you and your allies gain advantage on saving throws against being frightened or charmed for 1 minute.

  • Twin Fish. When activated, you and your allies within 30 feet of the totem gain advantage on Dexterity saving throws for 1 minute. Additionally, your movement speed increases by 10 feet.

  • Lotus Blossom. *requires level 10 When activated, you and your allies within 30 feet of the totem regain hit points equal to your Shaman level at the start of each of their turns for 1 minute

  • Parasol. When activated, a radiant aura extends from the totem, granting you and your allies within 30 feet of the totem resistance to radiant damage. Additionally, you and your allies have advantage on saving throws against being blinded for 1 minute.

  • Vajra. *requires level 10 When activated, you and your allies within 30 feet of the totem gain advantage on weapon attack rolls for 1 minute. Additionally, whenever you or an ally within range scores a critical hit, the target takes an extra 2d6 lightning damage.



Torpor

At 6th level, your manipulation of the mind progresses. You may choose up to 3 creatures. These targets must make a Wisdom saving throw against your spell save DC, or fall asleep for 1d10 rounds. While asleep, they lose 1d4hp per round, which you absorb and heal yourself with. You cannot use this feature again until you complete a short or long rest.
Dreamport

At 9th level, you may physically traverse through dreams. You entrance yourself, meditating into a half-sleep state, and travel a distance of up to 2 miles in your dream. When you awake, you and up to 4 other creatures of your choice will be teleported to the place your dream-self chose to awaken. You cannot use this feature again until you complete a long rest.
Imaginary Embodiment

At 14th level, you master the mind and manifestation of dreams. You may spend an action to fall asleep, manifesting a dream version of yourself to fight. This version of yourself is immune to nonmagical bludgeoning, piercing, and slashing damage, and has a flight speed of 40ft. This feature lasts for a number of rounds equal to 1/2 your Shaman level rounded down. You may create, and control, additional dream embodiments at the cost of cutting the time this feature lasts in half for each additional embodiment. When this feature ends, you awaken exactly as you were before falling asleep. You cannot use this feature again until you complete a long rest.
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Ticklesthegamemaster.

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