One With Nightmares Image

Your dreams tempt and terrify you, haunting your every waking moment.  Whether it is because of a curse placed upon you, or a nightmarish entity that stalks you across planes, you find yourself beset upon by nightmares and lost spirits.  That which haunts you cannot simply be slain by sword or sorcery unless you find a specific way to confront it.  Until then, you hold fast to your tools with which you may reclaim your night's worth of sleep.

 
Skill Proficiencies: Due to your lack of quality sleep, you've learned to use Medicine to figure out what edible odds and ends will contribute to alleviating your problems and how to successfully mix them.

You also are familiar with one of the following:

Tool Proficiencies: Due to your need for quality sleep as an adventurer (or individual of any occupation), you have become skilled with either an Herbalism Kit or Alchemist's Supplies with which to make your Restful Concoction.
Languages: In your adventures, you've found that the longer lived species tend to be more aware of the ancient evils and Horrors that plague the people of your world.  Choose one of the following languages: Sylvan, Elvish, or Draconic.
Equipment: You carry your trusty Herbalist Kit or Alchemist's Supplies with you at all times.  In addition, you possess a set of common clothing, 1 SP, and your normal starting equipment.
 
Your Own Personal Horror

Prior to or as a result of becoming an adventurer, some Horror (or curse, or other entity) has deigned that you - or your essence - is of interest or use to it.  This results in your dreams being turned into nightmares, lost spirits showing themselves to you and inflicting their visions upon you, or even your every waking moment turning into a living nightmare.

d6 Your Own Personal Horror
1 You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
2 An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone.
3 Your family has a history of practicing the dark arts. The first spell you cast misfired, unleashing a nightmare upon the world in your mind.
4 You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images haunt your every waking moment.
5 A dark entity came to you in your dreams, and now you can't seem to escape it.
6 You wandered into the shrine of a fallen god of dreams. It tries to assist you, but all of its messages are corrupted into nightmare.
 
Feature: Heart of Nightmare

 

A Good Night's Sleep - Your every night is troubled, plagued by the horror that has taken to you like fleas to a cat.  Whenever you take a Long Rest, you roll a D20 to determine the quality of your rest:

  • If you fail (9 or less), you gain your full HP back but only regain half of your Spell Slots, rounded down.  If you have failed multiple Long Rests in a row, you also take a -1 penalty to your Saves.
  • If you succeed (10 or higher), you gain all the normal effects of a Long Rest.

Restful Concoction / Dream Elixir (Optional)

You may concoct an edible creation, mixture, or tonic that relaxes your nerves or deadens your mind using Alchemist Supplies or an Herbalist Kit.  This Restful Concoction gives you +2 to your attempt in getting A Good Night's Sleep.

If you are to venture into your Nightmares willingly, you and your party will need a dose of Dream Elixir.  You can craft this with your background tool of choice, but you will require special herbs from a shaman or other appropriate source - likely involving a side quest.  The mixing of this Dream Elixir will also require you to pass a Medicine check of at least DC 18, as you need to understand how to mix these herbs and items successfully.  One vial of Dream Elixir is enough for four - including yourself - to be pulled into your Nightmares.  Your DM may add additional requirements in the creation of a Dream Elixir, such as requiring at least one hour of ritual chanting.

 Sleep Deprivation (Optional)

If you fail to get A Good Night's Rest at least three times in a row, you suffer from any of the following choices, at the discretion of you or your DM:

  • You regain none of your spent Spell Slots until your next successful Long Rest.
  • You regain half of your spent Spell Slots, and you take a -4 penalty to your Saves for the day until your next successful Long Rest.
  • You and your party are pulled into a Nightmare.  At the DM's discretion, death in this Nightmare is death in real life.  In order to break free of this Nightmare, you or your party must successfully realize that it is a Nightmare (Wisdom Save DC 10 or higher) or complete the encounter.  The DM may also
  • Your every waking moment until your next successful Long Rest is haunted by lost spirits and visions of the damned, or whatever your particular flavor of Horror chooses.  You take a -4 to your Perception, -2 to your Insight, -2 to any roll for remembering information, and -1 to all your Saves.

If your party has become involved in a Nightmare, the party members cannot escape unless they succeed on a Wisdom saving throw (DC 12 or DM's discretion) or complete the encounter.  Completing the encounter does not necessarily mean surviving the encounter.  It is the DM's discretion as to whether death in this Nightmare is death in the campaign and what "completing" the encounter may necessitate.  It is also the DM's discretion as to what content is in this Nightmare - it could be anything.

The Nightmare (Optional)

Once inside a Nightmare, your party cannot escape through conventional means.  This Nightmare could be anything from a combat encounter to a demented puzzle room or anything in-between.  In order to escape, you must either complete the encounter or die.  Everyone who dies in the encounter, whether by death fails, total party kill, or conditional failures will only regenerate half of their spell slots (rounded down) upon waking.

While inside the dream, each party member may make a Wisdom saving roll (DC 12).  On success, they gain a benefit as decided by the DM.  This could be the ability to snap the party out of the Nightmare entirely (whether literally or by banishing a combat encounter in progress), or otherwise gaining a boon that gives them an advantage (advantage on to-hit rolls, or passing through locked doors for example).

Breaking The Cycle (Optional)

You may embark on a side quest, at your DM's discretion, on a side quest to engage with and banish the horrors that lie within.  This could be a matter of making a special Dream Elixir that lets you and your party willingly engage with the echoes of your mind and the horrors within, or traveling to a domain or plane in which the Horror plaguing you exists.

Should you break the cycle that your personal Horror has inflicted upon you, you are no longer bound to the issues that it plagued you with.  You no longer struggle to gain A Good Night's Sleep and your Sleep Deprivation will be cured on your next Long Rest.

 
Suggested Characteristics

You are a survivor, always on the move and looking to prevent your Horror from claiming you and those you trust.  You may have even learned to live with it...for now.

d6 Personality Trait
1 I don’t run from evil. Evil runs from me.
2 I like to read and memorize poetry. It keeps me calm and distracts me from my curse.
3 I spend money freely and live life to the fullest, knowing that tomorrow I might lose myself.
4 I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
5 I expect danger around every corner.
6 I put no trust in divine beings.
d6 Ideal
1 Life is constant change, so I must change to meet the challenges of my Horror. (Chaotic)
2 I’ll stop the spirits that haunt me or die trying. (Any)
3 Exorcising this horror will make the world a better place. (Good)
4 I must prove that I can bear this burden on my own. (Chaotic)
5 This Horror may stalk others, and I have a responsibility to put an end to it. (Lawful)
6 I will become mightier than the Horror that stalks me. (Evil)
d7 Bond
1 I keep my memories and my thoughts in my journal. It is my only link to reality.
2 I would sacrifice myself to protect others from the Horror that stalks me.
3 My torment drove away the person I love. I strive to win back the love I’ve lost.
4 The visions caused me to do terrible things. I must not become consumed by them...or my guilt.
5 The nightmares tell me who I am, they show me the evil in myself. I must not prove them right.
6 I have family to protect. I cannot come close to them, lest they be cursed.
7 Sometimes my companions are drawn into my nightmares.
d6 Flaw
1 I have certain rituals that I must follow every day. I can never break them.
2 I am suspicious of strangers. What if the visions about them are true?
3 I feel no compassion for the dead. They’re the lucky ones.
4 My nightmares show me a realm bereft of love and hope. I'm convinced that this is my reality.
5 I am beset upon by spirits of the dead and lost.
6 If there's a plan, I'll forget it. The visions are too distracting.
 
One With Nightmares Image

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