Dream Walker Dream walkers are beings touched by an ethereal power, they are granted the ability to walk between the conscious and the unconscious. They can infuse terror into the dreams of an enemy, or bless soothing ones unto companion. They look at dreaming as not only a weapon but a tool, a tool, which in the wrong hands can inflict pain. Whether your dream walker chooses to use these abilities to heal or harm, is up to you. The Aetherborn Dream walkers get their power from the aether, the intermedium between the planes of existence, and where one's soul goes to dream. While most dream walkers are born and trained in the aether in their talent, a select few might have stumbled their way upon this talent, or it may have been unwillingly bestowed during a plane shifting spell that went awry. The githyanki are the largets practices of the art, who use it to steal secrets. However, other cultures and communities practice dream walking, like elves (particularly eladrin), some gnomes, and a few kobolds. Additionally, one noble family, the Graas, has known to be where dream walkers originated. Theodore Graas, who was a powerful sorcerer, had an accident during a powerful summoning ritual. Instead of summoning anything, he was brought to the thing he was trying to summon, a powerful fey. Once brought before the fey, Graas explained the mishap in the ritual, and to help him return home, the fey granted him the ability to return home via dreams. Graas taught these technics to his children, and long after he died, they are still being used by his family. Ethereal Travelers The dream walker's abilities let them walk from dream to dream while unconscious. While walking between dreams, they can see, hear and talk to the dreamer. They can also interact with the dreamer and can hurt, or even kill them while they are in their mind. This makes dream walkers great mercenaries, they can walk into the dreams of their targets instead of having to track them for great amounts of time. Unfornutly, dream walking doesn't come without o few risks. Since the dreams take place on the astral plane, all sorts of monsters could stumble upon the dream githyanki are known to have "dream hunters". These teams look for dreams than take the dreamer(s) as slaves. Also, some dream walkers can get stuck in another dream if the dreamer has a stronger mental fortitude, some dream walkers have rumored to have gone to sleep and never awoke again. Dream Walker Level Proficiency Bonus Features Ethereal Boons 1st +2 Dream Walk, Ethereal Boons 1 2nd +2 Gift, Fighting Style 2 3rd +2 Blessed Slumber 3 4th +2 Ability Score Improvement 3 5th +3 Astral Blows 4 6th +3 Gift Feature 4 7th +3 Dream Form 5 8th +3 Ability Score Improvement 5 9th +4 Gift Feature 5 10th +4 Astral Blows Improvement 5 11th +4 Otherplaner Knowledge 5 12th +4 Ability Score Improvement 6 13th +5 Gift Feature 6 14th +5 Arcane Defences 6 15th +5 Stellar Blows 6 16th +5 Ability Score Improvement 6 17th +6 Gift Feature 6 18th +6 Astral Blows Improvement 6 19th +6 Ability Score Improvement 6 20th +6 Aether Bound 6

Class Features As a dream walker, you gain the following class features Hit Points Hit Dice: 1d8 per dream walker level

1d8 per dream walker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dream walker level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple Weapons, Martial Weapons Saving Throws: Charisma, Wisdom

Charisma, Wisdom Skills: Choose two from Arcana, Religion, Stealth, Sleight of Hand, Insight, Investigation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any martial weapon or (b) two simple weapons

(a) leather armor or (b) scale mail

(a) explorers pack or (b) dungeoneers pack

A dream talisman and 2 daggers Dream Walk / 1 After years of practice, you can walk between dreams with relative ease. Whenever you take a long rest, you can choose to enter the dreams of another creature. You must have seen this creature before in person or magically (like through a scrying spell). You enter this creature's dreams, the appearance of said dreams are determined by the DM (If the creature is an NPC), or a player (if the creature is that players character). Both you and the dreamer have all of your equipment during a dream. You can only visit another's dreams for a number of minutes equal to your Intelligence modifier. In this time you can interact with the dreamer, anything you do to the in the dream applies to you or the dreamer afterward, like damage taken, or any objects taken or given. No one can cast spells, make attack rolls, or force another creature to make a saving throw while dreaming. Once you use dream walk, you can't use it again until you complete a dream walk ritual. This ritual takes one hour, during this time you are considered unconscious. You must be able to speak and move freely during the complete ritual, you also need a dream amulet. You can perform this ritual while taking a short rest. After completing the ritual, you can't perform it again until you finish a long rest. Ethereal Boons / 1 You can gain some dream-like qualities while in the real world. You have learned three ethereal boons at 1st level, and you learn additional boons as you gain levels as shown in the ethereal boons column of the dream walker table. If a boon requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier. Some boons have a prerequisite, this prerequisite must be met in order to learn that boon. Dream Amulet Every dream walker has a dream amulet which helps them invade the unconscious of others. Each dream walker's amulet looks different. They have pure magic dust inside, which makes them rare and valuable. If a dream walker loses their amulet, they can expend one use of dream walk to summon a new one. You can use a number of boons equal to your Intelligence modifier before finishing a long rest. Gift / 2 Every dream walker must one day pick a gift, which chooses how their dream walking abilities manifest. Each gift is related to a deity, called a gift-giver who watches over the dreams of the people of the material plane. Each of these gift-givers is specialized in a certain aspect of life, for instance, the gift of smoke focuses on illusions and deception.

Fighting Style / 2 You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Spiritual Casting Whenever you cast a spell, you can imbue your weapons with magic. The next weapon attack you hit for 1 minute, can add your intelligence modifier to the damage. Blessed Slumber / 3 You can bless the sleep of your allies with mystical powers. At the end of a long rest, you can bless a number of creatures equal to your Intelligence modifier that are within 60 feet of you. Those creatures may add 1d4 one saving throw before they finish another long rest. Ability Score Improvement / 4 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. You gain this feature again at 8th, 12th, 16th, and 19th level. Astral Blows / 5 You can infuse ethereal power into your attacks. The first time you deal damage with a weapon or a spell on your turn, you may deal an additional 1d8 damage of one of the following types of your choice, radiant, necrotic, fire, cold, or acid. This damage increases to 2d8 at 10th level than to 3d8 at 18th level. Dream Walkers vs. Clerics & Warlocks With only a quick look at the dream walker, they might look like a cleric or warlock. However, there are a few key differences. Unlike the warlock and cleric, dream walkers don't gain their powers from a deity, they are self-taught, like a wizard, but along the way in their training, a deity will gift them. This deity usually doesn't communicate or talk to the dream walker besides when they first gift them, they don't have a contract, and their powers don't stem from their gift-giver. Additionally, if the dream walker starts to walk down a different path than their gift-giver would want, they cannot take away their gift, and most gift-giver shave little to no control over the material plane, so theirs almost no consequences compared to defying a god or a patron. disappear after dream form wears off. You can use dream form while dream walking. If you do, you may make attack rolls and cast spells. Dream Form / 7 You can use your bonus action to activate your dream form. While I this dream form, you may change your appearance to anything you can think of, but usually, something that's related to your gift (a gift of glitter dream walker might become a crystalline golem). While in this form, you are partly in the aether and have resistance from non-magical damage. Additionally, you gain three special uses of ethereal boon while in this form. These uses disappear after your dream form wears off. If you run out of these special uses of ethereal boons, you can still use your standard ones. You also gain temporary hit points equal to triple your dream walker level. This hit points After you use this feature, you can't use it again until you finish a long rest or finish your dream walk ritual. Otherwordly Knowledge / 11 You have experience with the other planes since you are constantly in the ethereal plane, the in-between of the multiverse. You have advantage on any check to recall information on a plane or about extraplanar beings. Additionally, you have advantage on saving throws against fiends, celestials, elementals, and fey. Arcane Defences / 14 You can call on arcane power to avoid damage. Whenever you take damage, you may choose one; You fade into the aether as you are hit. After you take the damage, you turn invisible until the end of your next turn.

You travel through the aether as you are hit. After you take damage, you teleport to an unoccupied place within 60 feet of you. Once you use this feature, you can't use it again until you finish a long rest or you complete a dream walk ritual.

Spiritual Arcana Dream Walker Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 2nd 2 3 1 - - - - 3rd 2 4 2 - - - - 4th 2 4 2 - - - - 5th 2 5 2 2 - - - 6th 2 5 3 2 - - - 7th 2 5 3 2 - - - 8th 2 6 3 3 - - - 9th 2 6 4 3 - - - 10th 3 7 4 3 - - - 11th 3 8 4 3 2 - - 12th 3 8 4 3 2 - - 13th 3 9 4 3 2 - - 14th 3 10 4 3 2 - - 15th 3 10 4 3 2 2 - 16th 3 11 4 3 3 2 - 17th 4 11 4 4 3 2 - 18th 4 11 4 4 3 2 - 19th 4 12 4 4 3 2 1 20th 4 12 4 4 3 2 1 Stellar Blows / 15 Whenever you deal damage with astral blows, you can cause an extra effect. The DC for any stellar blows saving throws is equal to 8 + your proficiency bonus + your Intelligence modifier. Choose one; The creature must make a strength save, on a failed save they're knocked prone.

The creature must make a dexterity save, on a failed save their armor class is reduced by 2 until the end of their next turn.

The creature must make a constitution save, on a failed save they have disadvantage on their next attack roll. Aether Bound / 20 At all times, you are partially in the aether, giving you resistance to non-magical damage. Additionally, becasue you are always in the aether where time doesn't move, you stop aging. You can cast the misty step spell at will, and you can cast astral projection once before finishing a long rest or finishing your dream walk ritual. Gifts Each dream-walker if gifted by a powerful deity during their training. There are thousands of gift-givers, but they are all summarized into the sub-classes described below. Gift of Glitter Your gift-giver looks at dreams as an art form. They seek to create beauty in the dreams of mortals, with whatever tools they have, dream walkers are one of them. A gift of glitter dream walker looks to perfect the dream they are currently occupying, their singular goal to cause happyness for the dreamer. A gift of glitter dream walkers are often good-aligned people, sometimes musicians or artists that tale that talent into the aether. The most prominent gift of glitter gift-giver is Saint Hellarah, who was a dream walker in life, and now gifts her powers of magnificence to others. Dreaming Beauty / 2 While dream walking, you bless the dreamer with a display of unimaginable beauty as an action. You choose the nature of the beauty, I can be a song, a painting, or even a creature. When the creature awakes, they gain 1 inspiration. This inspiration doesn't count towards the maximum amount of inspiration that creature can have. Spiritual Arcana / 2 Your gift giver gives you some minor magical capabilities, letting you augment reality with ethereal threads. Cantrips. You learn two cantrips from the dream walker spell list (described at the end of the document). You learn an additional cantrip of your choice at 10th and 17th level. Spell Slots. The Spiritual Arcana Spellcasting table shows how many spell slots you have to cast your dream walker 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.Whenever you finish dream walk ritual, you can regain one expended spell slot of each level. For example, if you know the 1st-level spell healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot. Spells Known of 1st Level and Higher. You know three 1st level dream walker spells of your choice. The Spells Known column of the dream walker Spellcasting table shows when you learn more wizard spells of 1st level or higher. Whenever you complete a dream walk ritual, you can replace one of your dream walker spells with another one of the same level.

Spellcasting Ability. Intelligence is your spellcasting ability for your dream walker spells since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dream walker spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifer = your proficiency bonus + your Intelligence modifier Glamorous Shield / 6 You can craft a shield out of the aether when casting spells. Whenever you cast a dream walker spell of 1dt level or higher, your body glitters with arcane energy. The next attack roll against you for 1 minute has disadvantage. Mystical Stars / 9 Whenever you finish a dream walker ritual, three glowing motes of light appear above your head. Each star is a different color, each color has a different effect. While you have at least star, you shed bright light in a 30-foot radius and 30 feet of dim light beyond that. You can end the light as an action and activate it again with a bonus action. Any attack rolls and saving throws use your spiritual arcana spell attack modifier and spell save DC. You can't have more than 3 stars at once. Red. You can use a bonus action to expend this star. A blast of stellar energy fires at a creature. Make a ranged spell attack roll against one target within 120 feet of you. On a hit, it takes 1d6 + your Intelligence modifier radiance damage. Green. You can use your action to expend this star. You or another creature within 5 feet of you loses the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition. Purple. You can use this star as a use of ethereal boon. Utopian Visions / 13 As an action, you can show a creature a perfect future, where they fulfill all their wildest dreams. One creature within 30 feet of you must make a Wisdom saving throw against your spell save DC or become stunned. The creature can repeat the saving throw if they take damage. If you move, the stun ends. Being moved against your will or being teleported also ends the stun. If the creature is stunned for 1 minute, the stun ends, but it doesn't expend a use of this feature. Once you use this feature, you can't use it again until you finish a long rest or you complete a dream walk ritual. Stellar Angel / 17 As a bonus action, wings dotted with stars sprout from your back for 10 minutes. You gain a flying speed equal to double your walking speed, and you can cast a cantrip as a bonus action once on each of your turns. Additionally, you can teleport 60 feet by expending all of your movement speed. Once you use this feature, you can't use it again until you finish a long rest or you complete a dream walk ritual. Additionally, whenever you score a critical hit, you can curse the target with a stellar sigil. The next attack against that creature has advantage. The sigil disappears after 1 hour. Gift of Smoke Your gift-giver is a deity of deception and trickery, who wants you to inflict these things upon the material plane. The gift of smoke dream walkers often uses their dream walking to cause confusion and chaos in the minds of the dreamer. This makes them often prey on the weak-minded and dull. The most famous gift-giver of smoke is Jorin, the snake king, who wills his servants to infiltrate and ruin other's lives for his pleasure. Dreamer's Deception / 2 You can inflict a deception into another's dreams that they believe as a fact. While dream walking, you can try to plant this deception as an action. Make a Charisma (deception) check then the dreamer must make a Wisdom saving throw. The DC is the result of your deception check. If the dreamer fails, they now believe the deception. The lie must be simple enough to fit in a 15-word sentence, and the lie cannot change or defy the dreamer's alignment. You can only use this feature once per dream walk. Smoke and Daggers / 2 You parry attacks while still hitting back at the attacker. Whenever you take damage, you can use your reaction to half this damage, then you may make an attack roll with a light weapon you are wielding. Once you use this feature, you can't use it again until you finish a long rest or you complete a dream walk ritual. Partner in Crime / 6 You can summon illusions with your last breath. Whenever you be reduced to 0 hit points, but not be killed outright, you may use your reaction to go to 1 hit point instead. Then you become invisible for 1 minute, or until you make an attack roll or cast a spell. While invisible this way, an illusory copy of you appears in your space. You can command this copy on your turn as a bonus action, but it is an illusion, and cannot deal or take damage. When the invisibility ends, the clone also disappears. Once you use this feature, you can't use it again until you finish a long rest or you complete a dream walk ritual.

Improved Smoke and Daggers / 9 You trained in swordsmanship and now are even harder to wound in combat. You can now use smoke and daggers a number of times equal to your Intelligence modifier before finishing a long rest or completing a dream walk ritual. Additionally, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Cheery Dispition / 13 You are a people pleaser and you haven't met a person who you didn't like. Whenever you meet a new person, you can expend a use of ethereal boon to improve that creatures view towards you. If that creature was hostile, it becomes neutral, if it was neutral, it becomes friendly. This change in attitude disappears if you harm, anger, or inconvenience the creature. Specter of Blades / 17 Whenever you use an ethereal boon, you can summon a specter to attack a creature within 30 feet of you. The attack modifier is your Strength or Dexterity modifier + your proficiency bonus and on a hit, it deals 1d8 + Strength or Dexterity modifier. Ethereal Boons Ethereal boons all trigger take a reaction to use, and the circumstances for this reaction are described. You must have met all the prerequisites of a boon to learn it. If a boon requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier. Astral Mark You can use this boon whenever you deal damage to another creature. Whenever a creature deals damage to another creature with an astral mark, the astral mark is removed and the creature takes 1d8 + your Intelligence modifier force damage. This damage increases at 11th level (2d8 + your Intelligence modifier). Beasts Fortitude You can use this boon whenever you take any non-magical damage. You reduce the damage by your dream walker level. Blessed Nullify Prerequisite: 5th level

You can use this boon to cast the counterspell spell. Intelligence is your spellcasting ability for this spell. Cloud of Confusion Prerequisite: Gift of Smoke

You can use this boon whenever you are targeted by an attack. The attack targets another random creature within the attacks radius instead. If there are no other creatures, the attack still targets you. Dread of Hadar You can use this boon whenever a creature ends its turn within 5 feet of you. That creature must make a Wisdom saving throw, on a failed save the creature becomes frightened for 1 minute. This creature may repeat the saving throw at the end of each of their turns, ending the frightened conditions on a success. Dreaming Float You can use this boon to cast the Feather Fall spell. Intelligence is your spellcasting ability for this spell. Ethereal Flames You may use this boon whenever you take damage. Each creature within 15 feet of you must make a dexterity saving throw or take 2d8 fire damage as flames erupt from your wounds. This damage increases at 11th level (3d8). Fade into the Aether Prerequisite: 9th level

You can use this boon to cast the Temporal Shunt spell. Intelligence is your spellcasting ability for this spell. Fae Protection You can use this boon to cast the shield spell. Intelligence is your spellcasting ability for this spell. Primordial Aptitude You can use this boon to cast the absorb elements spell. Intelligence is your spellcasting ability for this spell. Soul Swap You can use this boon whenever a creature you can see takes damage. All the damage is prevented and you take the intended damage instead. This damage cannot be reduced or prevented. Stellar Strike you can use this boon whenever you make an attack roll. you gain advantage on the attack roll. Sylvan Blessing You can use this boon whenever a creature you can see makes a saving throw. You may add or subtract your Intelligence modifier from that save Art Credit Fantasy Forrest by Clayscence

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