SIGNING IN

Životy

Kostky životů 1d8 za úroveň

Odbornosti

INT , CON

Dream Weaver

Úroveň Bonus odbornosti Vlastnosti Cantrips Known Spells Known
1 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 2 2
2 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 2 3
3 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 2 5
4 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 6
5 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 8
6 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 9
7 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 10
8 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 11
9 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 13
10 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 14
11 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 15
12 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 16
13 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 18
14 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 19
15 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 20
16 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 21
17 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 22
18 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 23
19 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 24
20 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 25

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 2 0 0 0 0 0 0 0 0
2 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 3 0 0 0 0 0 0 0 0
3 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 2 0 0 0 0 0 0 0
4 + 2 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 0 0 0 0 0 0 0
5 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 2 0 0 0 0 0 0
6 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 0 0 0 0 0 0
7 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 1 0 0 0 0 0
8 + 3 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 2 0 0 0 0 0
9 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 1 0 0 0 0
10 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 0 0 0 0
11 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 0 0 0
12 + 4 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 0 0 0
13 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 1 0 0
14 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 1 0 0
15 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 1 1 0
16 + 5 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 1 1 0
17 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 2 1 1 1 1
18 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 3 1 1 1 1
19 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 3 2 1 1 1
20 + 6 Dream Walk Dream Eater(1d4) Spellcasting Dream 4 3 3 3 3 2 2 1 1

Kouzla třídy

chill touch guidance lightning lure|tce light mage hand sacred flame spare the dying thaumaturgy thunderclap|xge toll the dead|xge true strike burning hands cause fear|xge comprehend languages detect magic earth tremor|xge faerie fire guiding bolt hellish rebuke inflict wounds mage armor shield sleep thunderwave aid invisibility lesser restoration mind spike|xge misty step prayer of healing shatter silence animate dead counterspell dispel magic fear fly haste mass healing word phantom steed water walk slow banishment blight charm monster|xge death ward dimension door hallucinatory terrain phantasmal killer greater invisibility dream hold monster legend lore synaptic static|xge scrying wall of force wrath of nature|xge dominate person arcane gate|phb find the path mass suggestion mental prison|xge scatter|xge heroes' feast true seeing finger of death plane shift power word pain|xge symbol antimagic field power word stun earthquake foresight gate true polymorph power word kill chill touch|xphb guidance|xphb light|xphb mage hand|xphb sacred flame|xphb spare the dying|xphb thaumaturgy|xphb true strike|xphb burning hands|xphb comprehend languages|xphb detect magic|xphb faerie fire|xphb guiding bolt|xphb hellish rebuke|xphb inflict wounds|xphb mage armor|xphb shield|xphb sleep|xphb thunderwave|xphb aid|xphb invisibility|xphb lesser restoration|xphb misty step|xphb prayer of healing|xphb shatter|xphb silence|xphb animate dead|xphb counterspell|xphb dispel magic|xphb fear|xphb fly|xphb haste|xphb mass healing word|xphb phantom steed|xphb water walk|xphb slow|xphb banishment|xphb blight|xphb death ward|xphb dimension door|xphb hallucinatory terrain|xphb phantasmal killer|xphb greater invisibility|xphb dream|xphb hold monster|xphb legend lore|xphb scrying|xphb wall of force|xphb dominate person|xphb arcane gate|xphb find the path|xphb mass suggestion|xphb heroes' feast|xphb true seeing|xphb finger of death|xphb plane shift|xphb symbol|xphb antimagic field|xphb power word stun|xphb earthquake|xphb foresight|xphb gate|xphb true polymorph|xphb power word kill|xphb

Vlastnosti třídy

Úroveň 1

Dream Walk
Dream Eater(1d4)
Spellcasting
Dream

Úroveň 10

Dream Path Feature

Úroveň 11

Extra Attack(2)

Úroveň 12

Ability Score Improvement
Dream Eater(2d6)

Úroveň 14

Dream Path Feature

Úroveň 16

Ability Score Improvement
Dream Eater(2d8)

Úroveň 18

Dream Path Feature
Dream Eater(3d8)

Úroveň 19

Ability Score Improvement

Úroveň 20

Dream Release

Úroveň 3

Dream Path

Úroveň 4

Ability Score Improvement
Dream Eater(1d8)

Úroveň 5

Extra Attack

Úroveň 6

Uncanny Dodge

Úroveň 7

Dream Path Feature

Úroveň 8

Ability Score Improvement
Dream Eater(1d10)

Vývoj známých kouzel

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známá kouzla 2 3 5 6 8 9 10 11 13 14 15 16 18 19 20 21 22 23 24 25

Vývoj čaroděje

Vývoj čaroděje: full

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Odbornosti

Armor

light

Weapons
Skills

Počáteční vybavení

Alternativně můžete začít s: 4d4 × 10|4d4 × 10|Starting Gold

Vlastnosti třídy

Dream Walk (Level 1)

The first signature ability of the Dream Weaver. Dream Weavers do not sleep instead, they meditate and as an action can astral project themselves onto the Dreamscape leaving their physical form behind in a meditative state. The Dreamscape being a plane between our world and dreams, allows the Dream Weaver to glimpse into people's dreams as if they were bubbles floating in reality even choosing to enter these bubbles with the Dream Feature. They can also choose to end their projection with an action. While in this state the Dream Weaver can move through solid matter and is unaware of their surroundings, however, upon ending the projection the Dreamweaver is returned to their body and becomes aware of their surroundings.

Dream Eater(1d4) (Level 1)

The second signature ability of the Dream Weaver. The Dream Weaver as an action can feed on the dreams of another creature within 5 feet while in the Dream Walk state and gain 1d6 Temporary HP. When a Dream Weaver feeds on a Dream it pulls a small amount of psychic energy from its target. Doing this can drastically change the dream as such the Dream Weaver enters a Wisdom Contest (Wisdom Vs. Wisdom) with the target against the caster's Spellcasting DC. The Dream Weaver then can choose which form the Dream takes only after they declare the use of this feature but before the contest is rolled.

Fantasy

The Dream Weaver gains advantage on the Wisdom Contest. On failed save, the fantasy ensures the target sleeps peacefully throughout the night staving off nightmares and granting half the Temporary HP rounded down to the target (min. 1). The Dream Weaver gains the same temporary HP. However, on success, the Dream Weaver is forced out of the Dream, the Dream Walk state ends prematurely, and the Dream Weaver cannot receive any temporary hit points from this feature till the start of their next turn. A save is not required if the target is friendly or willing.

Nightmare

On failed save, the nightmare causes the target creature to take psychic damage equal to your wisdom modifier plus 1d8 and the target is now unable to attack for one turn. The Dream Weaver gains temporary HP equal to the damage. However, on success the Dream Weaver is forced out of the Dream, the Dream Walk state ends prematurely, and the Dream Weaver cannot receive any temporary hit points from this feature till the start of their next turn.

The Damage and HP Die increase as denoted on the Dream Weaver Progression Table

Spellcasting (Level 1)

The Dream Weaver focusing its study on arcane techniques to learn spells and spell variants using the techniques passed down to them through the generations from their original teacher Ugin.

A Dream Weaver only knows a portion of the spells in their spell list as defined by the Dream Weaver Table and can cast them without preparation. Intelligence is your spellcasting ability for your Dream Weaver spells, since you learn your spells through dedicated study and memorization as well as blind luck.

Spellcasting Ability

Intelligence is your spellcasting ability for your dream weaver spells. In addition, you use your Intelligence when setting the saving throw DC for a Dream Weaver spell you cast and when making an attack roll with one.

Spell

Spell

Dream (Level 1)

The Dream Weaver can communicate through the dreams of other creatures over long distances. To do this, the dream weaver, or a willing creature they are touching, as a free action must enter a trance, during which they can sense their surroundings but cannot act or move. The creature in the trance, or the Dream Weaver, can end the trance using their reaction at any time. Upon entering this trance, the dream weaver chooses a target they know personally that is currently on the same plane as themselves. If the target of the dream feature is asleep, the creature in trance appears in their dreams in any form they wish and can communicate with the target as well as shape the dreams to their will. If the target is not asleep, the trance ends immediately. While in another creature's dream, the creature in trance can cause the target to have a nightmare, engaging in a Wisdom contest with the target. On a success, the target does not gain any benefit from the rest during which they were sleeping and takes psychic damage equal to the dream weaver's dream die. On a fail, the trance ends immediately. If another creature in a trance attempts to enter the dream of the target, the two creatures engage in a wisdom contest. Whichever creature loses the contest ends their trance immediately

Dream Path (Level 3)

At 3rd level The Dream Weaver chooses a path to their dreams.

This path grants the Dream Weaver a feature at 3rd level, 7th level, 10th level, 14th level, and 18th level.

Ability Score Improvement (Level 4)

When you reach 4th level, 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.

Dream Eater(1d8) (Level 4)

At 4th level, your Dream Eater die changes to 1d8.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Uncanny Dodge (Level 6)

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Dream Path Feature (Level 7)

The Dream Path you choose grants you features at 7th level.

Ability Score Improvement (Level 8)

When you reach 8th level, 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.

Dream Eater(1d10) (Level 8)

At 8th level, your Dream Eater die changes to 1d10.

Dream Path Feature (Level 10)

The Dream Path you choose grants you features at 10th level.

Extra Attack(2) (Level 11)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Ability Score Improvement (Level 12)

When you reach 12th level, 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.

Dream Eater(2d6) (Level 12)

At 12th level, your Dream Eater die changes to 2d6.

Dream Path Feature (Level 14)

The Dream Path you choose grants you features at 14th level.

Ability Score Improvement (Level 16)

When you reach 16h level, 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.

Dream Eater(2d8) (Level 16)

At 16th level, your Dream Eater die changes to 2d8.

Dream Path Feature (Level 18)

The Dream Path you choose grants you features at 18th level.

Dream Eater(3d8) (Level 18)

At 18th level, your Dream Eater die changes to 3d8.

Ability Score Improvement (Level 19)

When you reach 19th level, 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.

Dream Release (Level 20)

At 20th level, dreams are no longer sacred. As an action the Dream Weaver chooses a creature that it can see within 60 feet and creates a Dream Burst causing the creatures dreams to overload then explode, each creature in a 40-foot-radius sphere centered on the chosen creature must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 psychic damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This feature can be used a number of times equal to half of your Intelligence modifier (minimum of one), and you regain all uses of this feature after you finish a long rest.

Multitřídy

Požadavky multitříd

{"int":13}

Získané odbornosti

Armor light
Weapons simple

Podtřídy

Path of the Dream Reaper
DreamW
Path of the Dream Shaper
DreamW
Path of the Dream Warrior
DreamW

Vlastnosti podtřídy

Path of the Dream Reaper

Path of the Dream Reaper (Level 3)

The Dream Weaver realizes there is strength in Allies. As such they begin stealing dreams from their enemies and using that power to aid their allies.

Vampiric Death Ward (Level 3)

Starting at 3rd level as an action the Dream Weaver touches a willing creature and grants it a measure of protection from death. At the end of the Dream Weavers next turn the spells explodes healing all allies within 15 feet of the target. This explosion causes a surge of psychic energy that boost a players natural regeneration allowing them to immediately expend a number of hit die equal to 1/2 the casters level (min 1.) to restore health . The amount of health restored cannot heal a creature beyond it maximum hit points. Also should the target drop to half its hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell will detonate prematurely.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell detonates prematurely.

You may use this feature a number of time equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Guiding Nightmares (Level 7)

at 7th level as an action the Dream Weaver can summon a nightmare and send it flying toward a creature of their choice within range then make a ranged spell attack against the target.

On a hit, the target takes 4d8 Psychic damage, and the next attack roll made against this target before the end of your next turn has advantage.

At the start of the Dream Weavers next turn the nightmare will explode causing an explosion of healing to all allies within 15 feet range.

This explosion causes a surge of psychic energy that boost a players natural regeneration allowing them to immediately expend a number of hit die equal to 1/2 the casters level (min 1.) to restore health .

The amount of health restored cannot heal a creature beyond it maximum hit points.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

The Dreamweaver can choose to increase the damage die by 1d8 expending additional uses. (Max 9d8)

Lingering Nightmare (Level 10)

at 10th level as an action the Dream Weaver can unleash a virulent nightmare on a creature that you can see within range. The target must make a Constitution saving throw.

On a failed save, it takes 10d8 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1.

If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.

Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

At the end of the Dream Weavers next turn the nightmare explodes healing all allies within 15 feet of the target.

This explosion causes a surge of psychic energy that boost a players natural regeneration allowing them to immediately expend a number of hit die equal to 1/2 the casters level (min 1.) to restore health .

The amount of health restored cannot heal a creature beyond it maximum hit points. You may use this feature a number of times equal to half of your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Dream Another Dream (Level 14)

at 14th level as an action The Dream Weaver can touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead.

If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died.

It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal.

The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes the caster greatly.

Until the Dream Weaver finishes a long rest, they can't cast spells again, and they have disadvantage on all attack rolls, ability checks, and saving throws.

You may use this ability a number of times equal to half of your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

The ability also requires the expenditure of diamonds whose worth total 200gp or more

Eternal Dream (Level 18)

Starting at 18th level as an action the Dream Weaver can touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.

If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died.

The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case the caster must speak the creature's name.

The creature then appears in an unoccupied space you choose within 10 feet of the caster.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

The ability also requires the expenditure of a diamond worth 500 gp or more

Path of the Dream Shaper

Path of the Dream Shaper (Level 3)

The Dream Weaver realizes there is strength in Dreams. As such they begin harnessing the power of dreams into a tangible force.

Dream Blast (Level 3)

At the 3rd level, as an action, the Dream Weaver can focus the power of their enemy's nightmares into the palm of their hand before sending a ball of nightmare streaking toward a creature within range. The Dream Weaver makes a ranged spell attack against the target. On a hit, the target takes 1d10 Psychic damage.

The blast creates more than one nightmare when you reach higher levels: Two nightmares at 5th level, three beams at 11th level, and four nightmares at 17th level. You can direct the nightmare at the same target or at different ones. However, the Dream Weaver must make a separate attack roll for each nightmare.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Dream Shield (Level 7)

at 7th level the Dream Weaver can use an action or as a reaction can form an (in)visible barrier of dreams to protects the Dream Weaver or a creature within 15 feet.

Until the start of the Dream Weavers next turn, the targeted creature has a +5 bonus to AC, including against the triggering attack, and they take no damage from the spell magic missile.

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Dream Storm (Level 10)

at 10th level as an action the Dream Walker can choose to cause a Dream Burst, releasing enemies nightmares within a 20 foot tall cylinder with a 40 foot radius centered on a point the Dream Weaver chooses within 120ft. The area is heavily obscured by swirling nightmares, and spells casted within have disadvantage.

The ground in the area is covered with nightmarish arms that grasp at enemies, making it difficult terrain.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

The spell lasts a number of rounds equal to half your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Nightmare Cage (Level 14)

at 14th level, as an action, the Dream Walker can summon an immobile, invisible, cube-shaped prison composed of nightmare into existence around an area they choose within range.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2 inch diameter bars spaced 1/2 inch apart.

When The Dream Weavers casts the spell, any creature that is completely inside the cage's area is trapped.

Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by non-magical means.

If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect.

The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic.

The spell lasts a number of rounds equal to half your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Storm of Nightmares (Level 18)

at 18th level, as an action, the Dream Weaver can summon a literal storm of nightmares.

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round the Dream Weaver maintains concentration on this spell, the storm produces additional effects on their turn.

Once you use this feature, you can not use it again until you finish a long rest.

Path of the Dream Warrior

Path of the Dream Warrior (Level 3)

The Dream Weaver realizes there is strength in the Dreamscape. As such they call upon the Dreamscape to send their the allies to aid them in battle.

Dream Guides (Level 3)

at 3rd level as an action the Dream Weaver can choose to summon fey spirits that take the form of Beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

The chosen creature then appears in an unoccupied space that you can see within range. The chosen creature disappears when it drops to 0 hit points or when the spell ends.

The DM has the creature's Statistics. You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

There also cannot be more than one summon of Dream Guides active at the same time.

To cast Dream Guides again the Dream Weaver must dismiss their previous summons.

Spirit Weapons (Level 7)

At 7th level you have learned deeper secrets of the Dreamscape.

As such you can call upon the Dreamscape to wrap your weapons in Psychic energy as a bonus action. Increasing your weapons by (2d6) Psychic damage this damage can stack with Spirit Weapon Mastery.

The spell lasts a number of rounds equal to your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Dream Guardian (Level 10)

at 10th level as an action the Dream Weaver can summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower.

The Chosen Creature then appears in a 5 foot cube of unoccupied space within range that is visible to the caster. The chosen creature disappears when it drops to 0 hit points or when the spell ends.

The DM has the creature's Statistics. You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

There also cannot be more than one summon of Dream Guardians active at the same time.

To cast Dream Guardians again the Dream Weaver must dismiss their previous summons.

Spirit Weapon Mastery (Level 14)

at 14th level you have Mastered your connection to your new weaponry.

As such you can take an action call upon the Dreamscape to wrap your weapons in psychic energy. Increasing your weapons by (2d8) Psychic damage This damage can stack with Spirit Weapon.

The spell lasts a number of rounds equal to your Constitution modifier (minimum of one).

You may use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all uses of this feature after you finish a short or long rest.

Spirit Warrior Mastery (Level 18)

at 18th level The Dream Weavers ability to manipulate the Dreamscape has reached its peak allowing them to conjure twice as many fey whenever using Dream Guardian's or Dream Guide's. This also allows the Dream Weaver to summon Dream Guide's and Dream Guardian's as a bonus action.