Awakened

Subclass of: Rogue

Madness and despair. Death and the inevitable extinction of all life. These aren’t just feelings of foreboding. For you, these are prophetic visions that you see every time you close your eyes and sleep, for it is then that The Dreamer’s influence is strongest. It often greets you as an old friend as it shows you battlefields of broken bodies, venerating Ctharaxis and its greatness. As an investigator, where you first crossed paths with The Dreamer could have been any number of places: a long forgotten crypt deep beneath the sea; the musty basement of an eerie library, in a tome written on flayed human flesh; or even the maddened cries of a man in an asylum, as it begs you to not let it fall asleep. Regardless, you have now spent your days aligning yourself against The Dreamer and its forces - tirelessly toiling away in the shadows acting as the last line of defense against seemingly inevitable madness and despair.

Madness and despair. Death and the inevitable extinction of all life. These aren’t just feelings of foreboding for you—they are prophetic visions imparted by The Dreamer. This eldritch influence manifests in your abilities as you learn to use its corruption to your advantage.

Every step you take is a balance between survival and succumbing to the Dreamer's influence. You may endure sleepless nights, warped by visions of horrors, and yet you stand resilient against the inevitable, wielding darkness as your weapon against the void.

As an Awakened by The Dreamer, you delve into a world of corruption effects, horrifying visions, and terrifying power that only a few can withstand.


Trained Sleep Deprivation

Your fear and avoidance of The Dreamer and its influence have taught you to overcome the need for conventional sleep. When you take a long rest, you must spend at least six hours in an inactive but alert state rather than sleeping. In this state, you cannot be surprised, and you gain advantage on saving throws against exhaustion and immunity to magical sleep effects.


Corrupted Strike

When making a Sneak Attack, you can forgo the additional damage to instead force the target to make an Intelligence saving throw. On a failure, the target gains one corruption point and half the Sneak Attack damage as psychic damage. The save DC equals 8 + your proficiency bonus + your Intelligence modifier.

If the target succeeds, it takes your Sneak Attack damage as psychic damage. After making this save once, all subsequent saves are at disadvantage regardless of success. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses after a long rest.


Corruption Points and Effects

A creature afflicted with one or more corruption points suffers from the following drawbacks, determined by rolling a d4 for each corruption points it has. All previous effects of corruption carry forward, meaning a creature can suffer from 9 different corruption effects before it is wholly corrupted (see the Corruption Effects table below).

Curing Corruption

Unlike the loss of hit points, madness, exhaustion, curses, and various other conditions and effects; corruption cannot easily be removed. Some player options, items, etc. allow for its reduction and removal; but a Game Master may instead rule that corruption points can only be removed by characters spending time to recover from the traumatic events or strange creatures they encountered. In such a case, characters must spend 1 day per corruption point that they have in a peaceful environment, recovery group, or other environment where they can deal with the traumas they have encountered. Alternatively, Game Master’s may rule that spells such as remove curse, lesser restoration, or greater restoration remove 1 corruption point per spell level. This is determined by the Game Master based on the severity and the horror of how the corruption was applied. These spells might also remove only the effects of corruption points but not the points themselves.

A long rest in a hostile or potentially treacherous environment does not normally remove corruption points. In fact, a character that has corruption points who takes a short rest in such an area may gain 1 corruption point and may gain 2 on a long rest, as the character's rest plagued by horrible dreams and recollections of the terrors they have witnessed.

Corruption Points

When receiving a new corruption point, a target must roll a d4 to determine the effect. 

1 Point

2 Points

3 Points

4 Points

5 Points

6 Points

7 Points

8 Points

9 Points

10 Points

Wholly Corrupt. A wholly corrupted creature has one of the following occur:


Incongruity

You’ve learned to use the corruption around you to purify yourself. When you cause a creature to gain corruption points using your abilities, you can remove an equal number of corruption points from yourself. You may remove a maximum number of corruption points equal to your proficiency bonus per long rest.


Fueled by Corruption

You’ve learned to thrive on corruption, gaining power from its dangerous influence. Based on your corruption points, you gain the following benefits:

 Starting at level 13, you may roll an Intelligence Saving Throw to prevent reaching 10 points of corruption. DC 20 - your rogue level. You have disadvantage on this roll if it is caused by The Dreamer directly. 


Dreamer's Influence

Your mastery over corruption allows you to manipulate your enemies’ weaknesses. When a creature gains a corruption point from your abilities, you may impose one of the following effects for 1 minute (your choice):

You can use this feature a number of times equal to your Intelligence modifier per long rest. One creature may only be effected by one of these effects at a time.