
33 titlesThe Sleeper’sOptionsTwenty-six subclasses in six four-packs and a pair.
Every subclass is built on the 2024 rules and comes in a themed pack, and the cast runs from a barbarian who rages lucid to a warlock whose patron is the hunt itself to a druid of broken places.
No. 1
Dream & Ruin
A barbarian who teleports through a Rage and a druid whose wall fights back, both built to keep working through level 20.
No. 1
Dream & Ruin
A barbarian who teleports through a Rage and a druid whose wall fights back, both built to keep working through level 20.
Druid
Circle of Ruins
The druid calls up a wall of root and old masonry, and the wall fights.
In Dream & Ruin, $2.95
Barbarian
Path of the Waking Dream
A barbarian who stays clear-headed in a Rage and teleports around the fight.
In Dream & Ruin, $2.95
No. 2
Lullaby & Larceny
A lullaby bard, a sleepwalking monk, a dream-stealing rogue and a warlock who answers to a court, all four for 5e.
No. 2
Lullaby & Larceny
A lullaby bard, a sleepwalking monk, a dream-stealing rogue and a warlock who answers to a court, all four for 5e.
Bard
College of Lullabies
Failed Inspiration dice come back to this bard, so the table finally stops sitting on them.
In Lullaby & Larceny, $5.95
Rogue
The Dream-Thief
Steal a dream, hang on to it, and wait for the sleeping world to notice.
In Lullaby & Larceny, $5.95
Warlock
The Dreaming Court
The patron is a parliament of dreams, and it has errands.
In Lullaby & Larceny, $5.95
Monk
Way of the Sleepwalker
Moves the way people move in dreams, and sets up the party's biggest spells.
In Lullaby & Larceny, $5.95
No. 3
Ruin & Remnant
What's left of a fortress, an oath, a spell and a temple, in four subclasses for 5e.
No. 3
Ruin & Remnant
What's left of a fortress, an oath, a spell and a temple, in four subclasses for 5e.
Paladin
Oath of the Last Stone
Does it fall? This paladin oath spends a whole campaign asking.
Wizard
School of Salvage
Whatever's left when a spell burns out, on either side of the fight, this wizard puts back to work.
In Ruin & Remnant, $5.95
Cleric
The Broken Temple
A cleric domain for holding ground in a room that's already falling down.
In Ruin & Remnant, $5.95
Fighter
Warden of the Fallen Keep
The party fights from behind low walls this fighter stamps into the field.
In Ruin & Remnant, $5.95
No. 4
Keep the Vigil
The night shift, split four ways between a ranger, a sorcerer, a monk and a paladin, all for 5e.
No. 4
Keep the Vigil
The night shift, split four ways between a ranger, a sorcerer, a monk and a paladin, all for 5e.
Sorcerer
Dawnward Sorcery
A sorcerer who gets stronger the longer the fight drags on.
In Keep the Vigil, $5.95
Paladin
Oath of the Vigil
A paladin oath about a doorway, and staying in it.
In Keep the Vigil, $5.95
Ranger
Warden of the Nightroad
The ranger with the lantern calls the target, and by 11th level the whole party has Advantage on it.
In Keep the Vigil, $5.95
Monk
Way of the Third Watch
Built for round one, right up to a capstone that makes every round the first.
In Keep the Vigil, $5.95
No. 5
Hearth & Home
Home, and four people who keep it safe: a barbarian in the doorway, a bard in the common room, a cleric at the fire and a druid at the hedge.
No. 5
Hearth & Home
Home, and four people who keep it safe: a barbarian in the doorway, a bard in the common room, a cleric at the fire and a druid at the hedge.
Druid
Circle of the Hedge
The druid's hedge lets friends slip through and stops everyone else, at least until somebody brings fire.
In Hearth & Home, $5.95
Bard
College of the Common Room
The bard at the corner table, with small dice for everyone and the town's news before the travelers bring it.
In Hearth & Home, $5.95
Barbarian
Path of the Banked Fire
Hits meant for the party land on the barbarian and come back later as warmth.
In Hearth & Home, $5.95
Cleric
The Kept Flame
The fire comes with a law, and the law is guest-right.
In Hearth & Home, $5.95
No. 6
On the Hunt
The Chase, a one-page pursuit procedure any table can run, plus a ranger, a fighter, a rogue and a warlock to run it with.
No. 6
On the Hunt
The Chase, a one-page pursuit procedure any table can run, plus a ranger, a fighter, a rogue and a warlock to run it with.
Ranger
The Hornbearer
When the horn sounds, the whole party moves.
In On the Hunt, $5.95
Warlock
The Old Hunt
Name a creature and this warlock patron points the way to it.
Fighter
The Thief-Taker
Bring them back breathing.
In On the Hunt, $5.95
Rogue
The Trapmaster
The snares went down before anyone rolled initiative.
In On the Hunt, $5.95
No. 7
The First Age
Power older than roads, in four subclasses for 5e.
No. 7
The First Age
Power older than roads, in four subclasses for 5e.
Druid
Circle of the Standing Stones
Two standing stones and the line between them, which helps allies across and charges enemies a toll.
In The First Age, $5.95
Barbarian
Path of the Old Bones
Tusks, a shell, a long neck and a long stride, all borrowed from extinct animals and stacked up as the barbarian levels.
In The First Age, $5.95
Wizard
School of the Painted Cave
The spellbook is a satchel of marked stones and knotted cord, and later on it's the walls of places the party has been.
In The First Age, $5.95
Sorcerer
The First Tongue
Magic spoken in a language from before words, where 3d6 can just be 10, once a turn.
In The First Age, $5.95
































