Difference between revisions of "Dream Lord (3.5e Prestige Class)"

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{{Help Wanted|Dream Mechanics}}
 
 
 
{{author
 
{{author
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|adopter=The-Marksman
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
|date_created=7/23/12
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|date_created=07/23/12
|status=Fin  
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|status=Fin
 
|editing=
 
|editing=
|balance=High
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|balance=High}}
}}<div class="blank">
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{{3.5e Class Data
 
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|minlevel=5
[[Length::5]]
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|ability=Alternate Magic, Prepared Arcane Spellcasting, Other
[[Minimum Level::7]]
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|progression=Partial
[[Base Attack Bonus Progression::Poor]]
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|align=lg, ng, cg, ln, n, cn, le, ne, ce}}
[[Fortitude Save Progression::Poor]]
 
[[Reflex Save Progression::Poor]]
 
[[Will Save Progression::Other]]
 
[[Class Ability::Arcane Spellcasting
 
|Class Ability=Spontaneous Spellcasting
 
|Class Ability=Alternate Magic
 
|Class Ability=Other]]
 
[[Class Ability Progression::Other]]
 
 
 
[[Allowed Alignments::Lawful Good]],  
 
[[Allowed Alignments::Lawful Neutral]].
 
[[Allowed Alignments::Lawful Evil]],  
 
[[Allowed Alignments::Neutral Good]],  
 
[[Allowed Alignments::Neutral Evil]],  
 
[[Allowed Alignments::Chaotic Good]],  
 
[[Allowed Alignments::Chaotic Neutral]],  
 
[[Allowed Alignments::Chaotic Evil]]
 
</div>
 
 
 
 
[[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]]
 
[[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]]
 
 
==Dream Lord==
 
==Dream Lord==
 
 
{{quote
 
{{quote
 
|''What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.''
 
|''What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.''
|orig=Iris, [[Sentient Illusion (3.5e Race)|Sentient Illusion]] Dream Lord
+
|orig=Iris, [[Sentient Illusion (3.5e Race)|Sentient Illusion]] Dream Lord}}
}}
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[[Summary::The masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong.]] While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.
 
 
[[Summary::The masters of sleep and distillers of fear; lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong.]] While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.
 
  
Dream Lord are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most lords either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.
+
Dream Lord are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most lords either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.
 
 
A lord is generally weaker in the company of another lord (lords have many abilities to negate each other). Yet, on occasion, some lords will form alliances to change morality in larger areas.  
 
  
 +
A lord is generally weaker in the company of another lord (lords have many abilities to negate each other). Yet, on occasion, some lords will form alliances to change morality in larger areas.
 
===Becoming a Dream Lord===
 
===Becoming a Dream Lord===
 +
Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation.
  
Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation. Intelligence and Wisdom are useful for skills; Constitution enhances one’s concentration skill (a very important skill for this class); Strength and Dexterity are useful for the typical reasons, but neither modifies class abilities.
+
[[SRD:Bard|Bards]] are perhaps the quickest to think of ranking in this class; yet a [[SRD:Wizard|Wizard]], [[SRD:Sorcerer|Sorcerer]], or [[SRD:Cleric|Cleric]] based lord is always going to be more powerful. The [[Witch (3.5e Class)|Witch]], [[Sylvan Occultist (3.5e Class)|Sylvan Occultist]], [[Paladette (3.5e Class)|Paladette]], [[High Priest (3.5e Class)|High Priest]] and [[Bewitcher (3.5e Class)|Bewitcher]] are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in [[Tormentor (3.5e Prestige Class)|Tormentor]], [[Stranger with the Burning Eyes (3.5e Prestige Class)|Stranger with the Burning Eyes]], [[Soulbinder (3.5e Prestige Class)|Soulbinder]], [[Schismsoul (3.5e Prestige Class)|Schismsoul]], [[Overmind (3.5e Prestige Class)|Overmind]], [[SRD:Hierophant|Hierophant]], [[Celestial Beacon (3.5e Prestige Class)|Celestial Beacon]], or [[Barrister of the Nine (3.5e Prestige Class)|Barrister of the Nine]] or [[SRD:Assassin|Assassin]] after taking this class.
 
 
[[SRD:Bard|Bards]] are perhaps to quickest to think of ranking in this class; yet a [[SRD:Wizard|Wizard]], [[SRD:Sorcerer|Sorcerer]], or [[SRD:Cleric|Cleric]] based lord is always going to be more powerful. The [[Witch (3.5e Class)|Witch]], [[Sylvan Occultist (3.5e Class)|Sylvan Occultist]], [[Paladette (3.5e Class)|Paladette]], [[SRD:Paladin|Paladin]], [[High Priest (3.5e Class)|High Priest]], [[SRD:Blackguard|Blackguard]], [[Bishop (3.5e Class)|Bishop]], and [[SRD:Assassin|Assassin]] are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in [[Viveka Spectre (3.5e Prestige Class)|Viveka Spectre]], [[Tormentor (3.5e Prestige Class)|Tormentor]], [[Stranger with the Burning Eyes (3.5e Prestige Class)|Stranger with the Burning Eyes]], [[Soulbinder (3.5e Prestige Class)|Soulbinder]], [[Schismsoul (3.5e Prestige Class)|Schismsoul]], [[Overmind (3.5e Prestige Class)|Overmind]], [[SRD:Hierophant|Hierophant]], [[Celestial Beacon (3.5e Prestige Class)|Celestial Beacon]], or [[Barrister of the Nine (3.5e Prestige Class)|Barrister of the Nine]] after taking this class.
 
 
 
While any race can become a lord, this path is mostly made up of [[SRD:Unbodied (Race)|Unbodied]], [[Succedaneum (3.5e Race)|Succedaneum]], [[Sentient Illusion (3.5e Race)|Sentient Illusions]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mahaari (3.5e Race)|Mahaari]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]], and [[SRD:Planetouched—Aasimars (Race)|Aasimars]].
 
 
 
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
! Skills:
 
| 10 ranks in [[SRD:Concentration Skill|concentration]], [[SRD:Craft Skill|craft]] (alchemy), and either [[SRD:Bluff Skill|bluff]], [[SRD:Diplomacy Skill|diplomacy]], [[SRD:Handle Animal Skill|handle animal]] or [[SRD:Perform Skill|perform]]; and 5 ranks in [[SRD:Knowledge Skill|knowledge]] (arcana).
 
|-
 
! Spellcasting:
 
| Must be able to cast one 3rd-level [[SRD:Compulsion Subschool|compulsion]] and one 3rd-level [[SRD:Illusion School|illusion]].
 
|-
 
! Feats:
 
| [[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in a prerequisite skill).
 
|-
 
! Special:
 
| A trainee can be immune to sleep-effects, but cannot be sleepless.
 
|-
 
! Special:
 
| Training from a lord of dream of at least 2nd level.
 
|}
 
 
 
{| class="zebra d20"
 
|+ <div>{{Anchor|Table: The Dream Lord}}</div>
 
<p>Hit Die: d4</p>
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|BAB]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! rowspan="2" | Spellcasting
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st||+0||+0||+0||+2
 
| class="left" |[[#Craft (Sedative)|Craft]] (Sedative), [[#Sending|Sending]] (see bottom of page), [[#Modifier Alterations|Modifier Alterations]]
 
|—
 
|-
 
|2nd||+1||+0 ||+0||+3
 
| class="left" | [[#Aid Ally|Aid Ally]], [[#Crystal of Dreams|Crystal of Dreams]]
 
|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]
 
|-
 
|3rd||+1||+1||+1||+5
 
| class="left" | [[#Crown of Dreams|Crown of Dreams]], [[#Waking Visions|Waking Visions]]
 
|—
 
|-
 
|4th||+2||+1||+1||+6
 
| class="left" | [[#Throne of Dreams|Throne of Dreams]]
 
|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]
 
|-
 
|5th||+2||+1||+1||+8
 
| class="left" | [[#Augmented Subtype|Augmented Subtype]], [[#Blessing of Greater Power|Blessing of Greater Power]]
 
|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]
 
|- class="noalt"
 
| colspan="20" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level).'''<br/>
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} (Alchemy) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]), 
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana, History, Local, Nobility and royalty, Religion) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]), 
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]).
 
|}
 
  
===Class Features===  
+
While any race can become a lord, this path is mostly made up of [[SRD:Unbodied (Race)|Unbodied]], [[Succedaneum (3.5e Race)|Succedaneum]], [[Sentient Illusion (3.5e Race)|Sentient Illusions]], [[Octoxeno (3.5e Race)|Octoxeno]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mahaari (3.5e Race)|Mahaari]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]] and [[SRD:Planetouched—Aasimars (Race)|Aasimars]].
 +
{{3.5e Prestige Class Prereqs
 +
|skills=8 ranks in [[SRD:Concentration Skill|concentration]], and 4 ranks in either [[SRD:Bluff Skill|bluff]] or [[SRD:Diplomacy Skill|diplomacy]]
 +
|spellcasting=Must be able to cast a 2nd-level [[SRD:Illusion School|illusion]] and [[SRD:Compulsion Subschool|compulsion]]
 +
|feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in Concentration)
 +
|special=A trainee can be immune to sleep-effects, but cannot be sleepless.
 +
|special2=Training from a dream lord.}}
 +
{{3.5e Class Simple
 +
|prestige=true
 +
|classname=Dream Lord
 +
|hitdie=4
 +
|length=5
 +
|bab=Poor
 +
|fort=Poor
 +
|ref=Poor
 +
|will=Good
 +
|specialhead1=colspan="5"{{!}}[[#Lord Spells|Spells per Day]]
 +
|specialhead2=1<sup>st</sup>{{!!}}2<sup>nd</sup>{{!!}}3<sup>rd</sup>{{!!}}4<sup>th</sup>{{!!}}5<sup>th</sup>
 +
|special1=[[#Crystal of Dreams|Crystal of Dreams]]{{!!}}3{{!!}}3{{!!}}2{{!!}}—{{!!}}—
 +
|special2=[[#Waking Nightmares|Waking Nightmares]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}3{{!!}}2{{!!}}1{{!!}}—
 +
|special3=[[#Crown of Dreams|Crown of Dreams]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}3{{!!}}3{{!!}}2{{!!}}—
 +
|special4=[[#Throne of Dreams|Throne of Dreams]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}4{{!!}}3{{!!}}2{{!!}}1
 +
|special5=[[#Augmented Subtype|Augmented Subtype]]{{!!}}4{{!!}}4{{!!}}3{{!!}}3{{!!}}2
 +
|skillpoints=4
 +
|skills=Bluff, Concentration, Craft (Alchemy), Diplomacy, Disguise, Gather Information, Handle Animal, Hide,  Intimidate, Knowledge (Arcana), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Perform, Sense Motive, Speak Language, Spellcraft, Use Magic Device}}
  
 +
===Class Features===
 
'''Weapon and Armor Proficiency:''' Lords are proficient with [[SRD:Trident|tridents]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]], [[SRD:Light Crossbow|light crossbows]], [[SRD:Javelin|javelins]], [[SRD:Dart|darts]], [[SRD:Dagger|daggers]], and [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]].  
 
'''Weapon and Armor Proficiency:''' Lords are proficient with [[SRD:Trident|tridents]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]], [[SRD:Light Crossbow|light crossbows]], [[SRD:Javelin|javelins]], [[SRD:Dart|darts]], [[SRD:Dagger|daggers]], and [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]].  
  
'''{{Anchor|Craft (Sedative)}} ([[Ex]]):''' A lord becomes learned in the many manners to medically induce sleep. The below effects force sleep with greater intensity than most are able to; this <big><span style="color:Green; ">allows a lord to put creatures that are immune to sleep or are sleepless into a deep meditation</span></big> (which is treated the same as sleep for the purposes of this page). However, creatures that are normally immune have a +5 bonus to their Will saves to resist a sedative. Sedatives require very detailed knowledge to use, thus non-lords are rarely able to use them properly. After failure, the subject(s) do(es) not get to reroll, but an ally can negate with a heal check (DC 10+(class level)x2+Charisma bonus).
+
'''{{Anchor|Lord Spells}}:''' A lord casts arcane spells which are drawn from the [[/Lord Spell List|lord spell list]]. A lord must choose and prepare his spells ahead of time (see below).
 
 
''{{Anchor|Sleep Incense}}:'' With 100gp of alchemistical gear and 15 minutes of work, a lord may make a powerful incense. The incense causes 15HD of creatures to fall asleep (opposed Will save negates), in a 15’ radius, on inhalation. The sleep lasts for 5 minutes per class level. A lord is immune to the incense. It takes a move action to light the incense.
 
 
 
''{{Anchor|Sleep Tranquilizer}}:'' At 2nd level, with 200gp of alchemistical gear and 30 minutes of work, a lord may make a tranquilizer. The tranquilizer causes 20HD of creatures to fall asleep (opposed Will save negates), on injury. The sleep lasts for 10 minutes per class level. A lord is immune to the tranquilizer. It takes a move action to add the tranquilizer to a weapon.
 
 
 
''{{Anchor|Sleep Salve}}:'' At 3rd level, with 400gp of alchemistical gear and one hour of work, a lord may make a salve. The salve causes 30HD of creatures to fall asleep (opposed Will save negates), on contact (can fling it, making it a 10’ cone splash attack). The sleep lasts for 15 minutes per class level. A lord is immune to the salve. It takes a move action to apply or fling the salve.
 
 
 
''{{Anchor|Sleep Smoke}}:'' At 4th level, with 800gp of alchemistical gear and two hours of work, a lord may make a powerful smoke. The smoke causes 40HD of creatures to fall asleep (opposed Will save negates), in a 30’ radius, on inhalation. The sleep lasts for 15 minutes per class level. A lord is immune to the smoke. It takes a full-round action to disperse the smoke.
 
 
 
''{{Anchor|Sleep Pill}}:'' At 5th level, with 1600gp of alchemistical gear and four hours of work, a lord may make a pill that gives a permanent narcolepsy-like disorder (opposed Will save negates), on ingestion. This may be done only to one helpless creature. Thereafter, the victim has a 10% chance to forcefully fall asleep every hour (roll at the beginning of an encounter). The victim still treats the other 90% of its life as normal. The victim may be awoken with an aid action (from an ally), or when dealt lethal damage (from an enemy). It takes a move action to inject the pill, and 1d4+1 rounds to take effect.
 
 
 
'''{{Anchor|Modifier Alterations}}:''' A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves (instead of Wisdom). A lord also has improved mental stamina, giving a bonus to their concentration checks equal to half their Wisdom modifier (rounded down).
 
 
 
'''{{Anchor|+1 level of existing spellcasting class}}:''' At 2nd, 4th and 5th level, the lord gains new spells per day, spells known, and maximum spell level as if they had also gained a level in a spellcasting [[SRD:Class|class]] they belonged to before adding this [[SRD:Prestige Class|prestige class]]. Lords do not, however, gain any other benefit a character of that [[SRD:Class|class]] would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting [[SRD:Class|class]] before becoming a lord, they must decide to which [[SRD:Class|class]] to add the new level for purposes of determining spells per day, spells known, and maximum spell level.
 
 
 
'''{{Anchor|Aid Ally}}:''' At 2nd level, as a standard action, a lord may aid an ally with a Will save or Concentration check. This grants a +2 bonus (improving to +4 at 4th level), and may be done once per day per class level (5/day at 5th).
 
 
 
'''{{Anchor|Crystal of Dreams}} ([[Ex]]):''' At 2nd level, a lord’s master gives them an unmodified [[SRD:Crystal Ball|crystal ball]], to aid in finding subjects (at no cost). If lost, the lord must buy another, at the normal cost. The crystal ball signifies that the lord no longer has a need for a master, and may start to train other lords.
 
 
 
''{{Anchor|Training}}:'' For the purposes of flavor will mention training here. Only lords who have at least two levels in this class can train other lord. To retain a student: a lord must buy a crystal ball (worth 42,000 gold), which is used to teach the student; when the student reaches second level, the lord gives the crystal ball to the student, then the student walks away! (From a player’s standpoint, training other lord is almost worthless: the student leaves at second level, you have to give a substantial amount of gold to an NPC. There is also the concern with sharing the dream lord secret.
 
 
 
'''{{Anchor|Crown of Dreams}} ([[Ex]]):''' After studying and experimenting with their master’s gift, a lord learns how to manufacture a crown of dreams. To make a crown a lord needs 20,000gp of clockwork and rare chemicals, and a day’s worth of work inside a lab or jewelry shop (has lots of tiny parts). Each crown is thoroughly unique and can only be used by the one who makes it. The crown imparts an ability on the wearer that acts like the ''[[SRD:Teleport|teleport]]'' spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams in the last year; 2) a lord cannot bring other creatures or more than a medium load; and 3) the lord is instantly transported back two hours later (one can teleport back prematurely).
 
 
 
The crown is rather fragile, with a hardness of 5 and 15 hit points. As noted above, a crown can be a bit pricy to replace. Also, one cannot wear a helmet nor have any other magical head gear while wearing the crown; this decreases the AC bonus of all armor by one (to a minimum of 1).
 
 
 
'''{{Anchor|Waking Visions}} ([[Su]]):''' At 3rd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This take tremendous will; a lord must beat a Will DC (scores found on [[#Creating the Sending|Set Up]] (see below) multiplied by three) to call creatures or objects. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d10 points of damage and becoming [[SRD:Fatigued|fatigued]]; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall [[SRD:Unconscious|unconscious]] for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like shadow spells). Objects (or features) have a minimum duration of ten minutes; each minute after, a lord must beat a (DC 10+2/minute after) Concentration check to maintain the vision. Monsters (or creatures) are treated in a similar manner, but the minimum duration is five minutes; with (DC 15+3/minute after) to sustain; and they have a “friendly” disposition to the lord, but are not in fact under the lord’s control.
 
 
 
'''{{Anchor|Throne of Dreams}} ([[Ex]]):''' After further study, and a few experiments with their crown, a lord learns how to manufacture a throne of dreams. To make a throne a lord needs 80,000gp of clockwork and rare chemicals, and a week’s worth of work inside a machine shop. Each throne is thoroughly unique and can only be used by the one who makes it. The throne has a hardness of 10, 1800 hit points and weighs 25 pounds. The lord chooses its shape at 5th level; this cannot be changed once chosen. The throne only appears when the lord wishes it (making it unnecessary for a barbarian or horse to always carry it around). It takes a full-round action to materialize or dematerialize the throne.
 
 
 
The throne imparts an ability to curse creatures that act strongly against a lord’s morality – also known as the Immoral. A curse may only be place on sleeping creatures on the same plane, which the lord has given a sending to in the last six months. If the Immoral fails the opposed Will save, they become cursed. The curse deals 1d6 temporary ability damage to one of their mental scores (lord’s choice), then 1d2 permanent to any score (Immoral’s choice), then has one of the following features applied:
 
*Poetic Justice: the Immoral gains a social impediment. This can range from: cannot lie, cannot speak directly (only in metaphor or rhyme), must always speak one’s mind – or for the darker sorts: can only lie (etc., talk to GM about what would be appropriate for your campaign). A social impediment must be something befitting the Immoral’s action; an ironic lesson, if you will.
 
*Mark of Pain: boring but effective, the lord selects an arm, leg, toe, finger, eye, or ear, and the Immoral loses it. An Immoral can only lose the aforementioned parts (i.e. no tongues) and cannot be without at least one set of the aforementioned. In other words, if the Immoral is already missing an eye, it cannot lose another from this feature; or if missing an arm, can only lose three fingers off it’s other hand (this feature does not remove thumbs).
 
 
 
The third part of a curse can be removed with an opposing dispel (''[[SRD:Dispel Chaos|chaos]]'', ''[[SRD:Dispel Evil|evil]]'', ''[[SRD:Dispel Good|good]]'', ''[[SRD:Dispel Law|law]]''), but only a ''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]'' can remove the second roll of permanent ability damage. A lord may only curse one Immoral per day.
 
 
 
The throne can be teleported when using the crown; when doing so, most restrictions of the crown apply, the exceptions being: 1) a lord may remain for up to eight hours; 2) the weight limit changes to a volume limit of: everything within a 5’ hemisphere; and 3) other creatures can be teleported with you, but they also teleport back after eight hours.   
 
 
 
'''{{Anchor|Augmented Subtype}}:''' At 5th level, lord with 15 ranks in Knowledge (Arcana) gain [[Dreamborn (3.5e Subtype)|dreamborn]] as an augmented subtype (only if they have the necessary ranks). A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the [[Emerald Sun (3.5e Campaign Setting)|Lovecraft Campaign]].)
 
 
 
'''{{Anchor|Blessing of Greater Power}} ([[Su]]):''' A greater entity that has seen the services rendered by the lord to preserve the entity’s alignment, imparts a drink of inspiration to the lord, which, once drunk, gives a permanent +4 bonus to their [[SRD:Charisma|Charisma]] score. The cup dissipates after its contents are drunk. Theoretically, a sharing lord, could drink only three fourths, one half, or one fourth of the cups contents (receiving a proportional bonus), then give the rest to somebody else.
 
 
 
==Sending==
 
A lord’s keystone abilities relate to manipulating dreams. A lord-controlled dream has some marked differences from an ordinary dream. First, physical and magical effects and items do not transfer into the real world; only mental effects and divine interventions can carry over. The dreams induced by this class are lucid, not faltering to memory lapses like an ordinary dream. A subject of a sending must, of course, be sleeping on the same plane as the lord, and the lord must know the dreamer’s full name and exact position (if more than one with the same name is at the same location, it will only affect the one desired). The spell ''[[SRD:Break Enchantment|break enchantment]]'' can dispel a sending, if the caster beats the lord’s opposed Will save after casting. A sending may be done twice per day.
 
 
 
<big><span style="color:Green; ">While most lords use sendings to find allies, stow confusion, or turn enemies, some lords are inclined to cast sendings on their own party members. Should a lord wish to do so, they can never create a sending that only involves other players; they must always engage at least one NPC or plot-related character into the sending (so as to always include the GM)!</span></big>
 
 
 
A sending is broken down into two stages: 1) The Setup: creating the sending (this is when you set up the environment, features, and creatures of the sending) and Will save against the subject(s); and 2) Within the Sending: the turns inside the sending.
 
 
 
===The Setup===
 
 
 
====Creating the Sending====
 
The lord first sets up the sending. Features augment the later Will save, but otherwise have no cost (or chance of failure).
 
 
 
'''{{Anchor|Environment}}:''' The environment is decided in the first stage, as the first part of the first stage; a lord can only select one.
 
*No Environments: a lord can place the sending in a blank environment, covered in complete whiteness, for no penalty to Will (making the sending less believable).
 
*Basic Environments: The desert, forest, hilly plains, and mountain environments temporarily penalize Will saves by 1.
 
*Advanced Environments: The aquatic, dungeon, marsh, and ruin environments temporarily penalize Will saves by 2.
 
 
 
'''{{Anchor|Features}}:''' the features are decided in the first stage, as the second part of the first stage; a lord can select up to four. (A drawn map will help a lot.)
 
*Least Features: A Campfire, any hand-held or worn equipment (but lord do not receive any benefits from equipment, only visual), skill kits (or at least their appearance, also do not give a mechanical boost), and a Trail temporarily penalize Will saves by ¼ (round down).
 
*Lesser Features: 2d3 of common Flora, [[SRD:Tiny Hut|Hut]], Rope Bridge, and a Pool temporarily penalize Will saves by ½ (round up).
 
*Moderate Features: A [[SRD:Secure Shelter|Cottage]], rare Flora, River, Statue, stone Bridge, Tower, Trap, [[SRD:Transport|Vehicles]], and Wall temporarily penalize Will saves by 1.
 
*Greater Features: A Lava River, [[SRD:Mage's Magnificent Mansion|Mansion]], [[SRD:Maze|Maze]], Tower, and the ability to control weather (treat like the [[SRD:Control Weather|spell]]) temporarily penalize Will saves by 2.
 
 
 
'''{{Anchor|Creatures}}:''' the creatures are decided in the first stage, as the final part of the first stage; a lord can select up to 50HD. Creatures temporarily penalize Will saves by ½ per 3HD plus ½ per 4 creatures (round total up). (It is easier to have a few strong creatures than many weak ones.)
 
 
 
For purposes here, [[SRD:Mounts and Related Gear|mounts]] are considered creatures, not equipment.
 
 
 
====Entering the Sending====
 
To enter a sending, a lord first takes the above penalty to their Will (example: a lord who selects a desert, with campfire, pool, tower, and 5 6HD monsters, has a penalty of 10). Then must locate their victim, then beat the opponent’s Will save (with the penalized score). (And, of course, the subject must be sleeping.) When a lord succeeds at the initial Will save, they may decide to add more subjects to the sending. To add subjects, the lord must succeed against the subjects’ Will, with 2 points added to the DC for every subject after the first. When the lord fails (or quits), the lord brings in all previous successes and begins the sending’s third stage.
 
 
 
<big><span style="color:Green; ">A sending '''can''' affect most who are immune to sleep effects or are sleepless, but only when under the effects of a sedative; however, mindless creatures are ''still'' immune to sendings even when sedated. A lord must beat the Will save of creatures, that are normally immune to sleep effects or are sleepless, by 5 or more to put them into a sending.</span></big>
 
 
 
===Within the Sending===
 
  
A sending is broken down into three parts (see below table for durations).  
+
To learn, prepare, or cast a spell, the lord must have a [[SRD:Charisma|Charisma]] score equal to at least 10+spell level. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a lord’s spell is 10+spell level+lord’s Charisma modifier.
  
{| class="zebra d20"
+
Like other spellcasters, a lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dream Lord. In addition, he receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if he has a high Charisma score.
|-
 
! rowspan="2" | Level || colspan="4" | Sending Duration (in minutes)
 
|-
 
!Part 1||Part 2||Part 3||Total
 
|-
 
|1st||5||5||2||12
 
|-
 
|2nd||10||10||4||24
 
|-
 
|3rd||15||15||6||36
 
|-
 
|4th||20||20||8||48
 
|-
 
|5th||25||25||10||60
 
|}
 
  
====Part 1: Players Turn====
+
Unlike a [[SRD:Bard|bard]] or [[SRD:Sorcerer|sorcerer]], a lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her [[#spellbooks|spellbook]]. While studying, the lord decides which spells to prepare.
Part 1 is composed of the subject’s actions, simply with an alternative GM. In Part 1, the lord may only engage other players when players have interacted with objects or creatures in the sending. The original GM is considered a player for these purposes. After the second stage is complete it transfers to the lord’s turn.
 
  
====Part 2: Lord’s Turn====
+
'''{{Anchor|Craft (Device)}} ([[Ex]]):''' A dream lord has a few devices he can manifest to aid in finding and influencing dreamers. Each device: requires a full-round action to manifest, another full-round action to use, is thoroughly unique (can only be used by the creator), and if outside of lord's possession for more than 24 hours dissipates into nothing. A lord may manifest only one item at a time, but can do so an unlimited amount of times per day.
Part 2 is the lord’s turn, with the same property at Part 1: players can only engage when interacted with. A lord does not need to take on a form within the sending (acting through objects and creatures instead); yet, should the lord choose to take on a form, they also need not take their own – they additionally receive a +5 bonus to Buff and Disguise checks within the sending.
 
  
====Part 3: Resolution====
+
''{{Anchor|Crystal of Dreams}} ([[Ex]]):'' At 1st level, a lord can manifest a crystal ball, which permits him to ''[[SRD:Scrying|scry]]''.
In the final 3rd both the player(s) and the lord get to act. After the completion of Part 3, the subject(s) awaken to where they were before the sending, with full memory of what occurred therein.
 
  
A lord does retain the Will penalty while in the sending, regaining their natural score 1d3 rounds after the sending. The rest also heals the lord of any other temporary Will damage and 1d4 points of Charisma damage (if there is any).
+
''{{Anchor|Crown of Dreams}} ([[Ex]]):'' At 3th level, can manifest a crown of dreams. The crown of dreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, creatures who are normally immune have a +4 bonus to resist. Creatures who are sleepless or without a wisdom or charisma score remain immune. One cannot wear a helmet nor have any other magical head gear while wearing the crown.
  
<span style="color:Darkorange; ">A sending should consist of a 12-60 minute period in game time (not real time). A sending should take up only a small part of the session.</span>
+
''{{Anchor|Throne of Dreams}} ([[Ex]]):'' At 4th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the ''[[SRD:Teleport|teleport]]'' spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the same plane as the sleeping creature.
  
===Sendings and Sedatives===
+
'''{{Anchor|Waking Nightmares}} ([[Su]]):''' At 2nd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This acts like a ''[[SRD:Summoning Subschool|summon]]-[[SRD:Aberration Type|aberration]]'', except with a roll for power level. A lord can summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d6 points of damage and becoming [[SRD:Fatigued|fatigued]]; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall [[SRD:Unconscious|unconscious]] for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like [[SRD:Shadow Subschool|shadow spells]]). Monsters have a minimum duration of one minute; each minute after, a lord must beat a (DC 10+2/minute after) Concentration check to maintain the vision. Monsters have a “friendly” disposition to the lord, but are not in fact under the lord’s control.
  
When a creature has been given both a sedative and is within a sending they awaken when the shorter duration expires.
+
At 4th level, a lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and under the lord's control like an [[SRD:Druid's Animal Companion|animal companion]].
  
===Ex-Dream Lord===
+
'''{{Anchor|Feature Advancement}}:''' At 2nd, 3rd, and 4th levels, a lord gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.
  
There is no such thing as an ex-lord; once one goes down this road, they are forever marked.  
+
A lord can choose, in place of gaining features of a previous class, to instead gain a bonus [[SRD:Feats|feat]].
  
 +
'''{{Anchor|Augmented Subtype}}:''' At 5th level, lord gains [[Dreamborn (3.5e Subtype)|dreamborn]] as an augmented subtype. A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the [[Emerald Sun (3.5e Campaign Setting)|Lovecraft Campaign]].)
 
===Dream Lord Lore===
 
===Dream Lord Lore===
 
 
{{quote
 
{{quote
 
|Infect the hearts and minds of others and you will turn your enemies into friends.  
 
|Infect the hearts and minds of others and you will turn your enemies into friends.  
|orig=[[Valentine (3.5e NPC)|Valentine]], [[Mahaari (3.5e Race)|Mahaari]] Dream Lord
+
|orig=[[Valentine (3.5e NPC)|Valentine]], [[Mahaari (3.5e Race)|Mahaari]] Dream Lord}}
}}
 
 
 
 
Characters with ranks in Knowledge (Arcana) can research lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
Characters with ranks in Knowledge (Arcana) can research lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
+
{|class="zebra d20"
{| class="zebra d20"
+
|+[[SRD:Knowledge Skill|Knowledge (Arcana)]]
|+ [[SRD:Knowledge Skill|Knowledge (Arcana)]]
+
!DC{{!!}}class="left"|Result
! DC || class="left" | Result
 
 
|-
 
|-
| 9 || class="left" | Dream Lords are very charming and diplomatic.
+
|5{{!!}}class="left"|Dream Lords are very charming and diplomatic.
 
|-
 
|-
| 18 || class="left" | Dream Lords can enter into other’s dreams.
+
|10{{!!}}class="left"|Dream Lords can enter into other’s dreams.
 
|-
 
|-
| 27 || class="left" | Dream Lords are Moral Warriors, redefining the principles of their enemies.  
+
|15{{!!}}class="left"|Dream Lords are Moral Warriors, redefining the principles of their enemies.  
 
|-
 
|-
| 36 || class="left" | Specific info on a lord.
+
|25{{!!}}class="left"|Specific info on a lord.
 
|}
 
|}
 
==Variant==
 
 
Instead of taking their spells from the more ridged orthodox lists (from previous classes), a lord may instead select their spells from the '''[[/Lord Spell List|lord spell list]]'''. This replaces their previous spell list, but they maintain their spell progression and maximum spells known (with the new list), abet with a handicap of two levels. For example: an 8th level wizard ranks into this class (by one level), then chooses this variant (after talking to the GM), for purposes of spells, the maximum level spell the wizard cast is 3rd-level (from the new list). Should the wizard rank again, they would gain access to 4th-level spells.
 
 
This only replaces one spell list (not multiple), and all spells from the lord list are considered arcane and may be cast spontaneously.
 
 
 
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Latest revision as of 21:26, 7 July 2019

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Adopter: The-Marksman (talk)
Original Author: Franken Kesey (talk)
Date Created: 07/23/12
Status: Fin
Editing: Clarity edits only please
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5



Alternate Magic, Prepared Arcane Spellcasting, Other Partial

A dream lord pulling in subjects.

Dream Lord[edit]

What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.
—Iris, Sentient Illusion Dream Lord

The masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.

Dream Lord are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most lords either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.

A lord is generally weaker in the company of another lord (lords have many abilities to negate each other). Yet, on occasion, some lords will form alliances to change morality in larger areas.

Becoming a Dream Lord[edit]

Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation.

Bards are perhaps the quickest to think of ranking in this class; yet a Wizard, Sorcerer, or Cleric based lord is always going to be more powerful. The Witch, Sylvan Occultist, Paladette, High Priest and Bewitcher are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in Tormentor, Stranger with the Burning Eyes, Soulbinder, Schismsoul, Overmind, Hierophant, Celestial Beacon, or Barrister of the Nine or Assassin after taking this class.

While any race can become a lord, this path is mostly made up of Unbodied, Succedaneum, Sentient Illusions, Octoxeno, Mousa, Microforged Conglomerate, Mahaari, Eldritch Horrors, Archon Hounds and Aasimars.

Entry Requirements  
Skills: 8 ranks in concentration, and 4 ranks in either bluff or diplomacy
Feats: Iron Will, Skill Focus (in Concentration). 
Spellcasting: Must be able to cast a 2nd-level illusion and compulsion
Special: A trainee can be immune to sleep-effects, but cannot be sleepless. 
Special: Training from a dream lord.

Table: The Dream Lord

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Crystal of Dreams 3 3 2
2nd +1 +0 +0 +3 Waking Nightmares, +1 Existing Features 4 3 2 1
3rd +1 +1 +1 +3 Crown of Dreams, +1 Existing Features 4 3 3 2
4th +2 +1 +1 +4 Throne of Dreams, +1 Existing Features 4 4 3 2 1
5th +2 +1 +1 +4 Augmented Subtype 4 4 3 3 2

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Alchemy) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

Weapon and Armor Proficiency: Lords are proficient with tridents, throwing axes, light hammers, light crossbows, javelins, darts, daggers, and light armor, but not with shields.

Lord Spells: A lord casts arcane spells which are drawn from the lord spell list. A lord must choose and prepare his spells ahead of time (see below).

To learn, prepare, or cast a spell, the lord must have a Charisma score equal to at least 10+spell level. The Difficulty Class for a saving throw against a lord’s spell is 10+spell level+lord’s Charisma modifier.

Like other spellcasters, a lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dream Lord. In addition, he receives bonus spells per day if he has a high Charisma score.

Unlike a bard or sorcerer, a lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the lord decides which spells to prepare.

Craft (Device) (Ex): A dream lord has a few devices he can manifest to aid in finding and influencing dreamers. Each device: requires a full-round action to manifest, another full-round action to use, is thoroughly unique (can only be used by the creator), and if outside of lord's possession for more than 24 hours dissipates into nothing. A lord may manifest only one item at a time, but can do so an unlimited amount of times per day.

Crystal of Dreams (Ex): At 1st level, a lord can manifest a crystal ball, which permits him to scry.

Crown of Dreams (Ex): At 3th level, can manifest a crown of dreams. The crown of dreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, creatures who are normally immune have a +4 bonus to resist. Creatures who are sleepless or without a wisdom or charisma score remain immune. One cannot wear a helmet nor have any other magical head gear while wearing the crown.

Throne of Dreams (Ex): At 4th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the teleport spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the same plane as the sleeping creature.

Waking Nightmares (Su): At 2nd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This acts like a summon-aberration, except with a roll for power level. A lord can summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d6 points of damage and becoming fatigued; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall unconscious for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like shadow spells). Monsters have a minimum duration of one minute; each minute after, a lord must beat a (DC 10+2/minute after) Concentration check to maintain the vision. Monsters have a “friendly” disposition to the lord, but are not in fact under the lord’s control.

At 4th level, a lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and under the lord's control like an animal companion.

Feature Advancement: At 2nd, 3rd, and 4th levels, a lord gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.

A lord can choose, in place of gaining features of a previous class, to instead gain a bonus feat.

Augmented Subtype: At 5th level, lord gains dreamborn as an augmented subtype. A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the Lovecraft Campaign.)

Dream Lord Lore[edit]

Infect the hearts and minds of others and you will turn your enemies into friends.
Valentine, Mahaari Dream Lord

Characters with ranks in Knowledge (Arcana) can research lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Dream Lords are very charming and diplomatic.
10 Dream Lords can enter into other’s dreams.
15 Dream Lords are Moral Warriors, redefining the principles of their enemies.
25 Specific info on a lord.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AdopterThe-Marksman +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +, Prepared Arcane Spellcasting + and Other +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level5 +
Rated ByQwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo +
RatingRated 3 / 4 +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Knowledge +, Perform +, Sense Motive +, Speak Language +, Spellcraft + and Use Magic Device +
Skill Points4 +
SummaryThe masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. +
TitleDream Lord +
Will Save ProgressionGood +