r/3d6 11h ago

D&D 5e Revised/2024 What is the worst subclass? [Question]

54 Upvotes

I want to try to play as the worst subclass I can find for a one-shot with my friends just because I would probably never try the worst subclass every again in an actual campaign. We're playing with 2024 rules but can bring in subclasses from 2014.

Edit: For level 8


r/3d6 18h ago

D&D 5e Original/2014 Why builds are good [Question]

28 Upvotes

Hi, in your opinion what makes a build strong. I have been curious about this communities philosophy on what makes a build strong v weak. I see lots of builds that look quite different so I want to know the core tenets of your builds and your advice. Basically what do you prioritise, allow and not allow in your builds?

Thank you so much for your help!


r/3d6 11h ago

D&D 5e Revised/2024 Rime of Frostmaiden: Winter Walker Ranger + ?

14 Upvotes

I am looking for some thoughts on a build that I can't decide on.

I'm getting ready for a Rime of Frostmaiden campaign. Levels 1-12. This is 5.5e rules. Point buy.

I have yet to play ranger, and the Winter Walker was made with this campaign in mind. However, it seems to me that the ranger really doesn't keep up after tier 1. I can just do ranger all the way through level 12, but I am thinking that I might multi class at level 5 or 6.

Right now, I am not married to anything, but here are some of my leanings so far:

  1. A staff and shield build using shillelagh and then moving into druid

  2. Two weapon fighting and then moving into fighter

  3. Multi-classing into cleric because my Wisdom will be good and I saw build that used Order Cleric multi-class, but I'm leaning less towards this option.

I am not opposed to a bow or crossbow build, but the Winter Walker steers toward melee, but less so before level 11, at least, that's how I see it.

So far, I was thinking of playing a dwarf (I've been wanting to play a dwarf, and I've played enough humans at this point). I would take Guide background for the Staff and Shield build.

I know rogue is a really good option for multi-classing with ranger, but I really don't want to go this route as I've played enough rogue. I really haven't played Ranger, Druid, Fighter, or Cleric.

At this point, I am just indecisive. Any thoughts are appreciated!


r/3d6 14h ago

D&D 5e Original/2014 What is better, Feats or ASI in this case?

12 Upvotes

OK I have a character with the following stats rolled. We plan on having a campaign with no real end goal for levels.

12, 18, 14, 14, 10,10

Great stats, and I want to be a Druid MC(Either into Monk Or Cleric), so High Wisdom is great.

My question is should I take the two feats first to make it 20, or I should I get Fey touched and one more to increase it to 20?


r/3d6 1h ago

D&D 5e Revised/2024 Maybe Unpopular oppinion but here goes...

Upvotes

I am thinking that 5e and by extension 5.5e is suffering from an immense lack of magic items with creativity behind them, 3.0 and 3.5 had immense numbers of magic items to the point of almost rediculous, but they had creativity to them... find a way to bring some of the lesser known magic items into 5e~!


r/3d6 6h ago

D&D 5e Revised/2024 Please test my character-driven spell reference website

6 Upvotes

Hey! Just "released" dndspells.com (it's completely free, no ads, etc.)

Wanted a quick spell reference for myself when DMing that evolved into something my players now use, you can put in your character's level/class/sub-class/feats/spellcasting modifier etc. and it automatically shows you unlocked/always prepared spells, calculates actual damage values (e.g. calculates your spell atk bonus/save DC, does the math of a cantrip, etc.)

Also threw in some QoL stuff like a short summary + custom icon for each spell to make browsing faster, spell slot tracking, ability to prepare/un-prepare spells, etc.

If you have an iPhone/iPad please try out the TestFlight instead for the proper app experience (feel free to send it around): Beta Invite

I know a lot of people already have their own tools or other apps for this kind of thing but figured I'd share, please let me know what you think!!

Note: The site uses SRD 5.2.1 + WikiDot, icons are from game-icons.net


r/3d6 17h ago

D&D 5e Revised/2024 How good will this human champion be in an hard+ campaign (Starting level 5)

7 Upvotes

Mattering stats (highrolled)

16 STR (+2)

16 Dex

17 Con (+1)

(The mentals are 13 9 7)

Origin feats:

Tough, Lord Alliance Agent to give free inspirations and get free advantages

Free bonus feat (GWM +1 str)

Defense fighting style

Level 4 feat Purple Dragon Commander (+1 Str which is now 20). Advantage when bloodied creates an opening for all-in action surges, and helps in desperate situations. Also a bonus action sink to give temp hp to an ally, in case there is no possibily or need to use second wind, hew or Zephyr Strike.

Weapon masteries: Greatsword vs high ac singular target, Greataxe vs horde, Handaxes main ranged option, Warhammer for pushing into environment or spells and using alongside a shield.

Free starting uncommon: Zephyr strike with changed damage to cold because character origin - enspelled greatsword to move around and deal with bps resistances (table uses 2014 and 2024 statblocks). Also not provoking opportunity attacks at all is very helpful for melee.

Main plan is to use mastered weapons accordingly and have fun. Use zephyr strike to disengage/engage. Action surge when bloodied (thanks to purple dragon commander) to deal massive burst to priority target with greatsword.

Level 6 Mage slayer (+1 dex) since mental saves are main weakness. Also helps to break concentration for sure

Level 7 Blind fighting

Level 8 Slasher (+1 dex for 18) now 19-20 criticals inflict a serious debuff. I have high expectations for it hence literally every bestiary caster now relies on attack rolls. Also comboed with tactical decision -slow and push at next level may disable melee only enemy.

Level 9 drop warhammer mastery for battleaxe hence pushing mastery is on literally every weapon now. Battleaxe will be used a long side shield when proning a target may result in a lot of advantages.

Also since dex is 18 longbow becomes decent option and will be used with push mastery and/or for long range flying bs.

Level 12 Heavy armour master (+1 con)

Removed restriction to non-magic and scaling with proficiency make this feat a mast pick for me in tier 2-3.

Level 14 Zhentarim ruffian (origin feat)

May sound like a strange pick until you realize that with champion level 10 feature now whole team has advantage at literally every initiative check. Also a minor buff where every reaction attack has now savage attacker roll twice thing, and access to our next choice.

Level 16 Zhentarim tactics (+1 dex for rare ties in initiative)

Reliable reaction attack option for even more dpr. Which is boosted thanks to previous choice. Also an expertise in whatever needed on current mission will always be helpful

Also an additional mastery which I guess should be a trident to try dropping a dragons out the sky for example

Level 19 epic boon of desperate defense (+1 con for 20)

Now when below half health which is like (132/264) this character:

Has advantage at every attack he makes that crit at 18-20. Every crit inflicts disadvantage to all attack rolls and inspiration to an ally.

Has resistance to everything but force and lowers bps damage even further.

Regens every round for 10 Hp.

Honestly this is literally the second phase at this point.

At level 20 character will be able do anywhere between 4-11 attacks a round thanks to action surge, Zhentarim tactics, mastered greataxe and hew. That's kinda it. Looking for feats experts and advices to what magic items should I snipe.


r/3d6 51m ago

D&D 5e Revised/2024 Looking to make a Gargoyles type character

Upvotes

I am looking to throw together a character based off gargoyles, not any one specific character, but focused on the idea of unarmored, damage resistant tanky ish character

that said, I made an aarakocra reskinned it as a gargoyle but kept its stats, gave them the warlock subclass, pact of the blade, charisma boost from Charlatan background and dex boost, Fiendish Vigor, and Armor of Shadows for temp HP and Mage Armor at will, with the Archfey patron, and our group allows an extra feat at level 1, so gave the character polearm master, gave them a spear and a shield, Hex and Eldritch Blast, but somehow its just not quite living up to the image in my head

The concept is still sound, might add Warmage later for spells as reactions to enable booming blade, or green flame blade as a reaction, thirsting blade at level 5 to give two attacks.

My question is more how would one go about building a character that fits gargoyles style for others? I debated monk or barbarian for the unarmored defense, but kinda feels underwhelming for RP


r/3d6 2h ago

D&D 5e Original/2014 [Build help] Pros and Cons of a Paladin/Barbarian multiclass

5 Upvotes

I'm making a character for a dungeon crawl campaign and looking for some feedback/advice.

I had to make the character in a rush mid-session after my previous PC died, and so the new character is in a sort of limbo where some of the aspects of the build are set in stone while some are still adjustable.

The character is a level 5 Drow Elf Oath of Glory Paladin. The stats were rolled, S15 D15 Co15 I11 W12 Ch16, with a +2 and +1 to assign (doesn't have to be Dex/Cha) and an ASI/Feat at level 4. In the moment I assigned those to hit 18 DEX and CHA, but I still have time to adjust those, probably. But the race, current class and stat line are unchangeable now.

In this campaign I can't guarantee any access to particular magic items, though magic items in general will be common (i.e. I don't have to worry about finding a magic weapon, but I can't rely on being able to find or buy a belt of Hill Giant Strength, say).

For the character concept I don't want to use heavy armor or start dipping into other spellcasting classes, so I'm essentially weighing up building a pure Dex paladin vs. swapping some of the ASIs and racial bonuses into STR and multiclassing Barbarian for the next few levels.

If I stick with pure Dex paladin, was the 18 DEX/CHA the right approach? I picked Duelling as a fighting style so I'm fighting shield/rapier and I'm considering Resillient (con) at level 8 to grab 16 CON and proficiency in Con saves.

If I multiclass Barbarian, is there a better way to handle my racial bonuses and level 4 ASI/Feat now to set me up for that? How many levels in each class should I take? And is it actually a good idea or is it a fool's errand even with a statline like that?

I'm not necessarily looking to eke out every single point of possible damage, just trying to weigh up which version of the character would feel cooler.


r/3d6 4h ago

D&D 5e Revised/2024 2024 Multiclass build to empower the Hallow Warden.

2 Upvotes

When the Hallow Warden ranger came out, I fell in love with the character concept, but I was disappointed with the mechanics implementation. But, this isn't a hate post about the ranger's mechanics or a ranger rebuild.

I'm looking to take the base Hallow Warden and multiclass it with Monk to live up to the promise of the subclass while avoiding the ranger's pitfalls.

This should be a horrific ambush predator that steals creatures in the night. Since this is a collaborative game, I want to lean into mechanics that benefit the party too, so I'm looking towards options that let this character benefit themselves and others.

I'd love your thoughts on how to make this work.

Build concept:

Premise:
The premise of the build is to work the Hallow Warden ranger's Wrath of the Wild into a monk build, using their Prowling Retribution and Unnerving Aura to react and radiate fear while utilizing monk grappling and movement mechanics.

Prowling Retribution. Immediately after a creature you can see within 5 feet of yourself deals damage to you or one of your allies, you can make an Opportunity Attack against that creature.

Unnerving Aura. When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot Emanation originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Monk feels like a smart choice here since they get dex based grapples and many chances at a grapple per turn. They also get increased movement speed, bonus action dashes, disengages, and grapples, as well as stunning strike, all of which lend to the ambush nature of the character.

This character dual wields monk weapons with nick fighting (thinking sickle for a hook flavor) for single target damage. They grapple their target when available and use their movement to isolate them so their allies can kill them quickly. They can also use items like manacles or rope to restrain the target.

Leveling:
I'm a little torn on how many Hallow Warden levels to put on this character, but my sense right now is aim for only 4. I'm able to rebuild a character's levels slightly, so my current plan is to start 1:1, then push to ranger 5 for subclass, ASI, and extra attack, then push monk for the rest, swapping ranger 5 for monk 5 between character level 8 and 9 to avoid extra attack duplication. (ranger 5/ monk 3 --> ranger 4/ monk 5)

Monk Subclass:
Shadow fits mechanically and thematically into the build pretty seamlessly and should be the obvious choice, but the unreleased mystic monk would grant access to spells like enlarge reduce to guard the main hole in the grapple-and-move technique -- when a creature is bigger than you.

3rd class:
I think there's an argument for a 1 level barbarian rage dip, or a rebuild using strength & barbarian over monk. I personally haven't explored this space too much.

A fighter action surge dip could be good, but I think that since monk relies on BA damage it isnt worth the level deviation.

Feats:
Grappler is going on this build, both for buffs to grappled movement and for advantage on attacks against the grappled creature.

The headlock feature of Street Justice is tempting to give allies advantage on attacks against them too, not to mention the buff to manacles from the Sturdy Knot feature.

Spells:
I'm a little at a loss here, and I'm hardly focusing on spells for this build. There could be a case for Entangle, or Hunter's mark at earlier levels, but nothing feels noteworthy. If i go for Mystic monk, then there may be something to talk about.

Weak spots:
This build needs to withstand damage, and wont be able to grapple bigger targets. I think the biggest thing with this build will be preying on smaller targets and not biting off more than you can chew.

Let me know your thoughts and additions!


r/3d6 4h ago

D&D 5e Revised/2024 Stat spread for Diviner

3 Upvotes

2024 rules. Playing a divination wizard with card thrower flair.

I'm hesitating between 3 stat spreads, between min maxing and flavor. I have Alert feat from my background, and Skilled from Human.

Option 1 I have currently, is 17 Int (15+2), 16 Dex (15+1), 15 Con to later take resilient Con and 8 of the other 3. I feel weird to have low wisdom (less so low charisma even though I'm a fortune teller, probably just going to take performance skill); so wondering if I should lower my Dex to 14 or my Con to 13 (to later have Resilient +1) to increase Wis to 12, or Wis and Cha to 10 each.

I know I want to act fast and Dex helps with that. However if I later have armor say like Elven Chain (even though its so far away); I feel like going more than 14 Dex is a waste. Going 14 Con however lowers my con saves and HP. I feel like both have their pros and cons.

Thanks for helping this undecided fuck.


r/3d6 20h ago

D&D 5e Revised/2024 [Build Help] Cop and his K9 partner 2024 rules, want the dog to actually feel strong

4 Upvotes

Trying to put together a “cop and his dog” duo for a new campaign and I want the dog to be a focus

Stats are 18 15 15 8 10 8

I’m okay with and 3rd party content as long as it’s on dnd beyond. I don’t mind reskinning things with like find steed or something as well.

We also get a free feat at level 1 in addition to the background feat what do you think would be a good option


r/3d6 3h ago

D&D 5e Revised/2024 [D&D 5e/2024] Encantador — My First Homebrew Class, Looking for Balance and Wording Feedback

0 Upvotes

Hi everyone!

I have only been playing D&D for a relatively short time, and this is the first homebrew class I have ever created. Because of that, I am sure there are balance issues, unclear interactions, wording mistakes, and other problems that I may not have noticed.

The class is called the Encantador.

The basic idea is an Intelligence-based class focused on creating and maintaining magical enchantments. These enchantments can strengthen allies, improve weapons, weaken enemies, control parts of the battlefield, or support different combat styles.

The class uses Enchantment Points as its main resource. Most enchantments last for 1 minute and do not require Concentration, but the class has limits on how many targets and enchantments it can maintain at the same time.

The class also gains different archetypes that change how these enchantments are used. At the moment, the document includes the Spellblade, a melee-focused archetype that combines enchanted weapons, Intelligence-based attacks, Extra Attack, and offensive enchantments.

I would really appreciate feedback on any part of the class, especially:

  • Features or enchantments that are too strong and should be nerfed
  • Features that are too weak or not worth using
  • Abilities that should be improved or redesigned
  • Broken combinations or multiclass interactions
  • Action economy or resource problems
  • Rules that are unclear or could be interpreted in unintended ways
  • English wording, grammar, or terminology that may be incorrect
  • Anything that does not match normal D&D 5e/2024 design standards

I originally had the class written in a simpler format, but people recommended presenting it in the Homebrewery style because it would be easier to read, understand, and review. That is why I formatted it to resemble an official D&D document.

Here is the class:

https://homebrewery.naturalcrit.com/share/jSX8DNC_NHZg

Please be honest with your criticism. I am still learning both D&D design and homebrew creation, so detailed explanations of what is wrong and how it could be improved would help me a lot.

Thank you for taking the time to read it!


r/3d6 10h ago

D&D 5e Original/2014 Hey all Need advice for my Tiefling cleric. dnd 5e

0 Upvotes

This is zora, he is a Infernal Legacy protector cleric, (i may switch to war cleric)

STRENGTH+3 16

DEXTERITY+1 12

CONSTITUTION +3 16

INTELLIGENCE+0 11

WISDOM +3 16

CHARISMA +1 12
https://www.dndbeyond.com/characters/168648545 stats were rolled why I went more tanky, I want to definitely focus on healing/curing people

and advice weapons armor, spells I should look after would be appreciative.

I do want to stay a cleric and a Tiefling that are my only things, but legacy change or subclass change I am all for. I also don't know what books the DM has so its also why it's the basic 2014 but even if its not base 2014 you can still give me advice. I have the books digitally.


r/3d6 8h ago

D&D 5e Original/2014 This one is very cool with the main thing be sleeping (Way of the slumbering knight) [Showcase]

0 Upvotes

Fighter Archetype: Way of the Slumber Knight

While most Fighters rely on absolute alertness, knights of this archetype master the fluid, unpredictable power of lethargy. By channeling the magical energies of the dream plane, a Slumber Knight can dull the senses of their foes, draw deep vitality from moments of rest, and achieve the ultimate martial feat: fighting with flawless, lethal instinct while entirely asleep.

Class Abilities

Level 3: Martial Somnambulism

When you choose this archetype at 3rd level, you master the fluid power of deep lethargy. You gain the ability to completely control your own state of consciousness while projecting a heavy, magical sleep energy that saps the strength of your enemies. You gain the following features:

  • Instant Slumber As an action, you can instantly drop to the ground (prone) and fall into a protective, magical sleep. While sleeping this way, you gain the following benefits:
    • Rapid Cellular Healing: At the start of each of your turns that you spend asleep, your body rapidly knits itself back together, automatically restoring a number of hit points equal to your Constitution modifier + your Fighter level (minimum of 1).
    • Dream Defense: Your subconscious mind remains hyper-aware of your surroundings; you do not take penalties to Wisdom (Perception) checks to spot incoming danger, and attack rolls against you do not automatically gain advantage from you being unconscious.
    • Waking Up & Usage: This magical sleep lasts for up to 1 minute, ending early if you take any damage, if an ally uses an action to shake you awake, or if you use a bonus action on your turn to wake up and stand back up; once you use the healing properties of this feature, you cannot use them again until you finish a short or long rest.
  • Slumbering Smite Once per turn when you hit a creature with a weapon attack, you can channel intense psychic fatigue through your weapon, forcing them to make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Constitution Modifier). On a failed save, the creature is wracked by sudden exhaustion and heavy blinking; they roll their very next attack roll or saving throw with disadvantage. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Level 7: Restful Recovery

At 7th level, your connection to the realm of slumber allows you and your companions to pull unparalleled vitality from moments of rest. You gain the following benefits:

  • Efficient Sleep: You only need to sleep for 4 hours to gain the benefits of a long rest. During this time, you remain fully aware of your surroundings.
  • Deep Rejuvenation: Whenever you or a friendly creature finishes a short or long rest within 30 feet of you, any hit points regained from rolling Hit Dice or finishing the rest are doubled.
  • Overwhelming Vitality: If this double-healing causes a creature to exceed its maximum hit points, they gain the leftover amount as Temporary Hit Points. The maximum number of temporary hit points a creature can gain from this feature is equal to 15% of their own maximum hit points (rounded down, minimum of 1).

Level 10: Deep Sleep

At 10th level, your weapon strikes carry enough mystical exhaustion to completely knock out weakened enemies.

  • When an enemy fails their saving throw against your Slumbering Smite, they must roll a second Wisdom saving throw at the end of their turn.
  • If they fail that one too, they fall completely Unconscious (as if under the Sleep spell) for 1 minute, or until they take damage from an outside source.

Level 15: Somnambulic Warrior

At 15th level, you transcend the boundary between dreaming and reality. You can operate your body with flawless martial instinct even when your conscious mind is completely asleep. While you are under the effects of your Instant Slumber feature (or any magical sleep effect), you gain the following benefits:

  • Sleepfighting: You are no longer considered Prone, and your movement speed is not reduced to 0. You can move, take actions, take bonus actions, and make reactions perfectly normally.
  • Blind Instinct: You gain Blindsight out to a range of 30 feet. You do not suffer disadvantage on your attack rolls from having your eyes closed.
  • Dream Armor: Your unconscious body moves with erratic, unpredictable fluidness. Attack rolls against you have disadvantage while you are asleep.

Level 18: Domain of the Slumber King

At 18th level, you can force the material world to bend to the rules of the dream plane. Once per long rest, you can use an action to unleash a 30-foot aura of shimmering, golden dream mist centered on you, which lasts for 1 minute. While this domain is active, you gain the following benefits:

  • Mass Somnambulism: You can choose any number of allies within your domain. They instantly enter a safe, standing sleep. While asleep this way, they gain your Level 15 Sleepfighting benefits (moving and attacking normally, 30 feet of Blindsight, and your Level 3 automatic healing at the start of each of their turns).
  • Nightmare Suffocation: Any enemy that enters the domain or starts its turn there must make a Wisdom saving throw against your Smite DC. On a failure, they take 4d10 psychic damage and are Slowed (as per the Slow spell) as terrifying dream monsters tear at their minds.
  • Lucid Awakening: When the 1 minute ends, you and your allies wake up perfectly refreshed, clearing any levels of exhaustion you currently have.

    Gear, Armor, and Shields

The Somnist's Nightcap

Wondrous Item, Rare (Requires Attunement)
This oversized, velvet nightcap is dark midnight blue and stitched with silver, glowing constellations.

  • Dreamweaver's Cushion: While wearing this cap, you can sleep comfortably on any surface (including stone floors or spiked terrain) without taking damage or suffering discomfort.
  • Overwhelming Rest: Whenever you are asleep and regain hit points from any source, you gain an additional 1d8 + your Constitution modifier extra hit points.
  • Slumber Shield: If this extra healing causes you to exceed your maximum hit points, the excess amount is converted into Temporary Hit Points (up to a maximum equal to your Fighter level). These temporary hit points stack with your Restful Recovery feature but do not exceed its maximum cap.
  • Snoring Alarm: While you are asleep, if an enemy comes within 10 feet of you, the cap emits a loud, spectral snoring sound that instantly alerts your allies, though it does not wake you up unless you choose to.

The Vestments of Endless REM

Armor (Cloth or Padded), Very Rare (Requires Attunement)
This flowing, silken nightgown is woven from threads harvested directly from the Feywild's Realm of Dreams.

  • Dream Defense Upgrade: This garment functions as magical light armor, granting you a base AC of 13 + your Dexterity modifier. While you are actively asleep or sleepfighting, your AC increases by an additional +2 as the gown flows defensively around you on its own.
  • Deep Sleep Rejuvenation: Whenever you are asleep and regain hit points from any source, you regain an additional 2d8 + twice your Constitution modifier extra hit points (instead of the nightcap's 1d8).
  • Vortex of Rest: When you use your Level 3 Instant Slumber feature or finish a Short Rest, the gown radiates a soothing aura. Up to three friendly creatures within 15 feet of you also receive 1d8 + your Constitution modifier in healing or temporary hit points.
  • Unshakable Slumber: While wearing this gown, you cannot be forcefully awakened by outside sources (like an enemy shaking you or a loud noise) unless you take damage or choose to wake up using your own bonus action.

The Soporific Sledge-Pillow

Armor (Shield), Very Rare (Requires Attunement)
This shield looks exactly like an oversized, incredibly plush down pillow cased in white silk. It is magically rigid when blocking attacks, absorbing the force of incoming blows with a muffled thud.

  • Fluffy Bulwark: While wielding this shield, you gain the standard +2 to AC. Additionally, if an enemy misses you with a melee attack while you are sleepfighting, they must make a Wisdom saving throw against your Smite DC. On a failure, their weapon gets momentarily "stuck" in the pillow's magical fluff, reducing their speed to 0 until the end of the current turn.
  • Dreamcatcher Spell Catch: When a creature targets you with a spell while you are asleep, you can use your reaction to raise the shield and catch it. The shield absorbs the spell completely, canceling its effects. You then regain 1 expended use of your Slumbering Smite feature. Once you absorb a spell this way, you cannot do so again until you finish a short or long rest.
  • Pillow Fight Counter: While you are sleepfighting, you can use your bonus action to make an improvised melee weapon attack with the shield. On a hit, it deals 1d8 + your Strength modifier bludgeoning damage. The target must immediately make a Constitution saving throw against your Smite DC or be knocked Prone for 1 round, automatically standing back up at the end of your next turn.

    Feats

Feat: Sleeping Angel

Prerequisite: The ability to enter a magical sleep or trance (such as the Way of the Slumber Knight subclass)

You have unlocked a divine, serene grace within your subconscious mind. When your conscious mind drifts away, your body is enveloped by a protective, celestial presence. You gain the following benefits:

  • Ability Score Increase: Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Halo of Protection: While you are asleep or sleepfighting, a faint, glowing halo of soft light appears above your head. You gain a +1 bonus to your Armor Class and a +1 bonus to all Saving Throws.
  • Seraphic Repulsion: If an enemy within 5 feet of you hits you with a melee attack while you are asleep, a burst of blinding light erupts from your body. The attacker must succeed on a Constitution saving throw against your subclass Smite DC or be Blinded until the start of your next turn.
  • The Dream Flock: You learn the Find Familiar spell and can cast it as a ritual. When you cast it, you summon three tiny, spectral cloud-sheep simultaneously. By default, their names are Cupcake, Sprinkles, and Periwinkle.
    • Fluid Identity: As the master of dreams, you can rename any or all of your sheep to whatever you wish at any time as a free action.
    • The Slumber Distraction: While you are actively sleepfighting, you can command your three sheep to fly and circle around an enemy's head within 30 feet of you. As long as all three sheep are alive and hovering around that target, the target must roll a Wisdom saving throw against your Smite DC at the start of their turn. On a failure, they are mesmerized by counting the jumping sheep; they lose their reaction for the round, and the next attack made against them has advantage.
    • Squishy Clouds: Each sheep has 1 Hit Point, an AC of 10, and a flying (hover) speed of 20 feet. If a sheep is destroyed, it instantly evaporates into harmless glitter and can be re-summoned when you finish a short rest.