Dreamland Outlaw

Dreamland Outlaws are rogues who have successfully entered and learned the secrets of the Circle of Dreams, a band of druids who have strong connections to the Feywild. Using what they have learned from the Feywild and these druids, they enter the dreams of people for their own personal gain. Either to steal the secrets of powerful and wealthy folks, to seek revenge on former companions, or to simply become more powerful so that they can become known as a more fearsome rogue.

Dreamland Outlaw Quirks The power of the Feywild can leave people with very strange or whimsical quirks. At you or your DMs discretion, you can roll on the Dreamland Outlaw Quirks table or select a quirk from the table. d8 Quirks 1 You tend to be narcoleptic and tired to a point where most of the time, it looks as if you are sleeping standing up. 2 You always seem to know more than you're letting on and you let it slip every now and then such as you knowing the name of somebody before they have formally met you. 3 You talk as if you're another person while you sleep. 4 When using your abilities to read minds or enter dreams, you cannot help but leave a small sign or evidence of your existence in someone's mind. 5 You have a fear that an alternate version of yourself from another reality is trying to take over your dreams. 6 You cannot help but read the minds of everyone you meet. 7 You read minds solely to keep up with the preferences of those around you, so much so that you tend to change your appearance to seek validation from the people who's minds you are reading. 8 You tend to use your mind reading powers to cheat at gambling or games in which reading your opponent is paramount.

Eyes of the Dream Court Starting at 3rd level, while you are unconscious, you are fully aware of your surroundings and can still perform Wisdom (Perception) checks as normal as if you were conscious.

Mindtell Starting at 3rd level, you can begin using your fey powers to read people's minds. As a bonus action, target a creature you can see within 60ft. That creature must roll a Widom (Insight) check contested by your Wisdom (Perception) check. If you succeed, you probe into the creature's mind as per the effects of the Detect Thoughts spell until the end of the creature's next turn. If the target creature succeeds this contest, it is aware that you tried to probe into its thoughts. You have advantage on your Wisdom (Perception) check if the creature is asleep. You may use this feature a number of times equal to your Wisdom modifier per short rest.

Logos Slash Starting at 13th level, you have advantage on attack rolls and ability checks against any creature that's affected by your Mindtell feature.