Somnamancer

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Somnamancers are dancing from the dream world casting their magic and spells manipulating sleep and magic involving it in order to neutralize foes or control people

Role: Spell Utility

Characteristics: Arcane casters that are masters of sleep magic

Source: Arcana Evolved

Game Rule Information

The Somnamancer has the following game statistics.

Abilities: Charisma for your abilities, Also your casting stat if you have a different one. Dexterity for combat proficiency

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Somnamancer's class skills are Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Knowledge (magic) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sense Motive (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)..

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Somnamancer.

Weapon and Armor Proficiency: A Somnamancer is proficient with all simple weapons and light armor

Spells: When a somnamancer gains her first level, and at every other level after that (plus 10th level), she gains new spells per day as if she had also gained a level in the spellcasting class she belonged to before adding the prestige class. She does not, however, receive any other benefit a character of that class would have gained (bonus feats, class abilities, and so on). This essentially means that she adds the new somnamancer level to the level of her previous spellcasting class, then determines spell slots and spells readied accordingly. If a character had more than one spellcasting class before becoming a somnamancer, she must decide which class receives the somnamancer level. If a spellcasting character takes a level in a spellcasting prestige class, the levels stack for the purpose of determining caster level. Thus, a 10th-level magister who takes a level of somnamancer has a caster level of 11th.

Induce Sleep Sp: At 1st level, a somnamancer can put a creature to sleep with a touch attack. The creature cannot have more than 2 HD per somnamancer class level, and it receives a Will saving throw (DC 10 + somnamancer’s class level + her Charisma bonus). The creature sleeps for a minimum of 1d6 + 4 rounds if left undisturbed, even with loud noises and harsh conditions. In restful conditions, the creature continues sleeping for 3d6 + 2 more minutes. If the sleeper was already naturally tired, it remains asleep for as long as it normally would sleep. Another creature can awaken the sleeper during the initial rounds of sleep by taking a full-round action and inflicting 1 point of damage upon the sleeper. After those initial rounds, one can wake the sleeper normally. The somnamancer can perform this action a number of times per day equal to her Charisma bonus; those with no bonus can use this ability once per week. A somnamancer can put herself to sleep automatically, as many times per day as she desires, with no uses of the ability expended.

Subtle Steps Sp: Starting at 1st level, the somnamancer can cast Subtle steps upon herself three times per day.

Dream Tracking Sp: Not unlike the ability used by dream hunters , a 2nd-level and higher somnamancer can use a person’s dreams to find him. If the somnamancer knows a character’s name or has an item that was in the character’s possession for at least an hour, she can attempt to discern that character’s location anywhere in the world. The only limitations are that the character must be asleep when the somnamancer makes the attempt and that the character must fail a Will saving throw (DC 10 + somnamancer’s class level + her Charisma bonus). If the somnamancer knows a character’s truename, no saving throw is allowed. Effects that block divinations also block this divinatory ability.

Dream Spy Sp: Starting at 3rd level, the somnamancer can look into the dreams of any sleeping creature within 5 feet and see what it is dreaming about. This ability is a standard action that can be used at will.

Silent Sheath Sp: The 3rd-level and higher somnamancer can cast Silent Sheath upon herself once per day + once per five class levels (once at 3rd level, twice at 5th level, and three times per day at 10th level).

Control Dream Sp: The 4th-level and higher somnamancer can control the dream of any sleeping creature within 5 feet whose dreams she can see with the dream spy ability. This ability is a standard action that can be used at will. If the somnamancer induces terrifying images or other disturbing dreams, the creature must make a Will saving throw (DC 10 + somnamancer’s class level + her Charisma bonus) or suffer 1d4 points of temporary Wisdom damage. Should the somnamancer attempt to implant dreams that seem prophetic or “important” in some way, the creature must make the save in order to disbelieve them. Those who fail believe that what they learned in the dream is true or will be true for the following day. The DM may modify the saving throw based on the likelihood of the creature to believe in dreams and on the specific content of the controlled dream. For example, if the somnamancer controls a champion of light’s dream to make him see that giving a valuable ruby to a homeless beggar is a “good thing,” the DC probably goes unmodified (assuming the champion has no reason to feel skeptical or distrust his dreams). The next day, when the somnamancer shows up disguised as a beggar, the champion who failed his saving throw probably will give her the gem. During that day, however, circumstances may change the champion’s mind and prevent him from taking any action—this is not a magical compulsion, but more of a charm. A subject might believe what his dream told him but still refuse to act upon it, depending on the DM’s whim. Thus, it is better for a somnamancer to use this ability to influence opinions and thoughts rather than actions. Let’s say the somnamancer controlled the dream so as to convince the champion to give away his prized magical battleaxe. In this case, the champion gains a large bonus for the save (perhaps +5), because he would not want to do such a thing. If the dream told him to kill an innocent or commit suicide, his saving throw would automatically succeed. A subject who succeeds at the saving throw need not make one again for 24 hours, even if the somnamancer continues to control his dream. A successful saving throw does not allow the dreamer to awaken.

Summon Dream Hunter Sp: At 4th level and beyond, a somnamancer can summon a dream hunter once per day. The dream hunter appears within 10 feet of the somnamancer and obeys her verbal commands for 1 round per somnamancer class level. Summoning a dream hunter is a full-round action. This ability physically moves the dream hunter from its actual location, and if it dies after the summoning, it is really dead. Otherwise, this ability works just like most other conjuration spells. At 8th level, the somnamancer can summon 1d4 + 3 dream hunters in this way.

Sense Dreamer Su: Even if the 5th-level or higher somnamancer has no special knowledge or connection to a sleeping creature, she can sense it within 50 feet at will, discerning the creature’s exact location as a standard action.

Steal Dreams Su: After a 6th-level or higher somnamancer uses her dream spy ability on a subject, she can learn one fact about that subject: name, fondest wish, true love, greatest fear, location of the key to his locked vault, and so on. The information learned must come in the form of an answer no longer than one word per somnamancer level. She can even try to learn the subject’s truename, but in that case the subject gets a Will saving throw (DC 10 + somnamancer’s class level + her Charisma bonus) to resist; on a successful save, the subject awakens immediately and knows what she tried to do. (The DM may rule that the subject holds other secrets as important to him as a truename, which also would warrant a saving throw.) Attempting to steal dreams takes one minute. A somnamancer can attempt it only once on a given subject in a 24-hour period.

Divinatory Dream Su: The 7th-level and higher somnamancer can learn the answer to a single yes or no question asked in a dream, while she sleeps. The answer comes from the collective dream memory, not dissimilar to the akashic memory. That means if the question regards a subject no creature knows or has ever known anything about, the somnamancer gets no answer. Otherwise, the answer is always correct. The somnamancer can use this ability only once in a given 48-hour period.

Mass Induce Sleep Sp: At 8th level and beyond, the character can make up to one creature per somnamancer class level within 50 feet go to sleep (Will save, DC 10 + somnamancer’s class levels + her Charisma bonus). Otherwise treat this as the induce sleep ability. The somnamancer can perform this action a number of times per day equal to her Charisma bonus; those with no bonus can use this ability once per week.

Dream Travel Sp: Once per day, a 9th-level and higher somnamancer can dream about being in a new location and then wake up in that location. This ability works just like the teleport spell with DC 0 for the check required to travel successfully. The somnamancer can transport only herself and 100 lbs. worth of gear—no other creatures.

Dream Master Su: At 10th level, a somnamancer gains some truly amazing powers. The range for her sense dreamer ability becomes 250 feet. She gains the ability to use her dream spy, control dream, and steal dreams powers on anyone she finds via her dream tracking power. She can use dream travel to teleport to anyone she finds via her dream tracking power.