Evil / Undead Class : Doomdreamer
Doomdreamers are the elite among the ranks of the cult of Tharizdun. The name comes from that they all claim to have been contacted by the Dark God in their dreams. They are all extremely evil, raving lunatics or sadistic, brooding and cruel individuals of singular corruption. All doomdreamers are masters of ancient, forbidden knowledge and madness, and devotees of nihilism.
Most doomdreamers are clerics, but it is possible for an evil wizard or sorcerer to become one.
The doomdreamers all live in the Inner Plane of the Temple of All-Consumption. They travel far and wide, however, working out the steps of their mysterious, convoluted plans to bring their deity out of imprisonment. They know that such an act would bring an end to the world - but they do not care. In fact, they are so mad that they revel in the thought of it.
Requirements
To qualify to become a Doomdreamer, a character must fulfill all the following criteria:
- Alignment: Any evil
- Skills: Knowledge (Religion): 9 ranks, Knowledge (Arcana): 9 ranks
- Feats: Spell Focus (Necromancy),
- Spellcasting: Ability to cast any three of the following spells: random action, Tharizdun's touch, rage, confusion, bolts of bedevilment, phantasmal killer, insanity, Tharizdun's maddening scream, weird, mage armor, magic missile, blast of force, Otiluke's resilient sphere, wall of force, repulsion, forcecage, Otiluke's telekinetic sphere, or annihilation.
- Special: Must have had a dream involving communication with Tharizdun, the Dark God.
Class Skills
The doomdreamer's class skills are Concentration, Craft (alchemy), Intimidate, Knowledge (religion), Profession, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Doomdreamers gain no proficiency in any weapons or armor.
Spells per Day: A doomdreamer continues training in magic as well as her field of research. Thus, when a new doomdreamer level is gained the character gains new spells per level as if she had also gained a level in cleric. She does not, however, gain any other benefits a cleric would have gained (improved chance of controlling or rebuking undead, for example). This essentially means that she adds the level of doomdreamer to the level of cleric, then determines spells per day and caster level accordingly.
Secret: In their studies of forbidden lore, doomdreamers stumble upon all sorts of foul but useful knowledge and secrets. Some of these come from experimenting with dangerous drugs, speaking with demons, or mad visions. At 1st level and every second level afterward (3rd and 5th), the doomdreamer chooses one secret from the following list. her level plus Intelligence modifier determines which secrets she can choose. A doomdreamer can voluntarily choose a weaker secret than her maximum (that is, a 1st-level doomdreamer with an Int modifier of +2 could select unnatural vitality). She can't choose the same secret twice.
Level + Int Mod. | Secret | Effect |
1 | Demon's name (Ex) | May call a demon of up to 10 HD when casting lesser planar ally. |
2 | Unnatural vitality (Ex) | +3 hit points. |
3 | Deeper madness (Ex) | +2 bonus to insanity score. |
4 | Curse of power (Su) | +1 caster level when casting evil spells. |
5 | Paying fealty to death (Su) | +1 to DC of spells causing death effects. |
6 | Kiss of undeath (Su) | Double character's effective turning level when rebuking or commanding undead (including maximum number of undead commanded). |
7 | Unholy pact (Ex) | Once per week, no payment is needed when using any of the planar ally spells. |
Dark Lore (Su): Once per day, the doomdreamer can, as a standard action, look at one intelligent creature and learn some dark secret (involving a past transgression or mistake, a horrible experience, etc.). Speaking of that secret, the target creature must make a Will save (DC 15 + doomdreamer levels) or react as stunned for 1d3 rounds. If need be, this dark secret can be enhanced with untruths that the victim who fails his save believes are true for the duration.
Chill Soul (Su): At 3rd level, a doomdreamer can make a touch attack against a living creature and inflict 3d8 points of damage by chilling their soul. This can be used in conjuncture with an inflict wounds spell, but is negated if the victim is wearing the purple robes of Tharizdun. This can be used once per day.
Maddening Howl (Sp): At 4th level, the doomdreamer can give a howl that affects all living creatures within 50 feet. Those in the area must make Will saves (DC 15 + doomdreamer levels). Failure means that the victim stands still (treat as dazed) for 1 round, his mind reeling with insane thoughts. This is usable once per day.
Dark Communion (Sp): At 5th level, once per week, the doomdreamer can perform a ritual (this takes a full night and must be performed in a temple with a human sacrifice) that allows her to gain knowledge from her deity. This is effectively a commune spell, although the answers are more generous than simply yes or no, and the Dark God may choose to give an entirely different bit of information than the one asked for, if it suits his dread purposes.
Doomdreamer | Hit Die: d8 | |||||
---|---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special | Spells |
1st | +0 | +0 | +0 | +2 | Secret | +1 level of cleric |
2nd | +1 | +0 | +0 | +3 | Dark lore | +1 level of cleric |
3rd | +2 | +1 | +1 | +3 | Secret, chill soul | +1 level of cleric |
4th | +3 | +1 | +1 | +4 | Maddening howl | +1 level of cleric |
5th | +3 | +1 | +1 | +4 | Secret, dark communion | +1 level of cleric |
Source: Return to the Temple of Elemental Evil
Older Prestige class adapted to 3.5