Sandwalker
As a Sandwalker, you channel the Planes of Dreaming and the people who reside there, using their strange magic to make yourself a formidable opponent on the battlefield, with each strike plunging deep into a creature's psyche. Often, these dream skulking assassins strike in the dead of night in a flurry of disorienting attacks. Sandwalkers have received training in a number of ways, from deep meditation, being put in a magical coma, or dipping into the Plane of Nightmares while still awake.
Dream Weaver
At 3rd level, you can conjure up small dreams with just a thought. You learn the minor illusion cantrip, and can cast it without any spell components. Charisma is your spellcasting ability for this cantrip.
Sapping Strike
Also at 3rd level, you can coat your weapons in a sandy dream substance that makes people drowsy. When you deal your Sneak Attack damage, you can choose to take some of there energy, giving them disadvantage on attacks until the beginning of your next turn or they take damage from a weapon attack.
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.
Absent Retaliation
Starting at 9th level, you can alter the memories of creatures to cause them to attack one another. As a bonus action, you can have one creature that you can see within 30 feet of you roll a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). They take psychic damage equal to half the number of Sneak Attack dice for your level (round up) and must immediately use their reaction to target their nearest ally with a weapon attack on a failed save, or take half damage and suffer no other effects on a successful one.
You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Memory Thief
At 13th level, you can attempt to steal their skills and experiences when fighting them. When you hit a hostile creature with a weapon attack, you can choose to make all of the damage psychic and have them roll a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failure, you learn all skill, tool, and saving throw proficiencies that the creature has and all languages that they know. You can then cause them to lose one of the listed languages or proficiencies, and you become proficient in it instead. This effect lasts until you finish a short or long rest or you use this ability again.
You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Creature of Nightmares
At 17th level, you can undergo a transformation, covering yourself in blackened sands of dream and taking on the form of a nightmare beast, during which time you gain the following benefits:
- You gain resistance to bludgeoning, piercing and slashing damage, immunity to psychic damage, and cannot be frightened, grappled, or restrained.
- When you hit a creature with an attack, they must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.
- When you hit with a weapon attack, you deal an additional 2d6 psychic damage.
This nightmare transformation lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.