Base Class: Bard
The Vast Dream is a realm composed of the collective unconscious thoughts of all living creatures. Because of this, its terrain and general appearance are incomprehensible to mortal eyes. Some bards have entered this realm, often unknowingly, by slipping through the liminal space between waking and sleeping. Their magic has intertwined with the otherworldly power of the Vast Dream, allowing them to manipulate the foreign colors of the dream world to conjure the nightmares of all living things.
Dreaming Madness
At 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like maddening gibberish to any sane creature, but those under the effects of a madness-inducing spell (i.e. crown of madness, etc.) or a hex spell can understand it perfectly.
Additionally, you gain the sleep spell. It counts as a bard spell for you and does not count against spells known. Once per long rest, you can cast this spell at the highest level you have access to without expending a spell slot.
Color Out Of Space
Starting at 3rd level, as an action, you can expend one use of your Bardic Inspiration feature to bend the invisible colors of the Vast Dream and manifest the nightmares of a creature you can see for the next minute. The nightmare manifests itself in a 10-foot cube within 30 feet of that creature, and can only be seen by them.
If the target starts its turn within 30 feet of the nightmare and can see it, the target is forced to make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature takes 2d6 psychic damage, unless it is immune to the Frightened condition. The damage from the nightmare increases to 3d6 damage at 6th level and to 4d6 at 14th level.
Additionally, while a creature has your Bardic Inspiration, they can understand Eldertongue.
Greater Dreaming
At 6th level, as an action, you can enter a sleep-like trance for 1 minute. While in this trance, you can still see and hear as normal, but cannot move. Your trance conjures mass visions of a location in the Vast Dream. The terrain warps and shifts in a 60ft radius centered on you. Any creature in that radius that has your Bardic Inspiration die gains benefits according to the terrain conjured. You gain the associated benefit for as long as you hold the trance, and you can end the trance as a bonus action.
Additionally, a creature can expend their Bardic Inspiration die when they hit a creature with a weapon attack to deal psychic damage to the roll.
| Terrain | Effect |
| The Emerald River | The ally gains resistance to cold damage and can breathe air and water. |
| The Midnight River | The ally gains darkvision out to a range of 60 feet. If they already have darkvision, its range is increased by 30 feet. |
| The Inverse Mountains | The ally gains a +1 bonus to their AC and gains a climbing speed of 30 feet. |
| The Red Swamp | The ally gains resistance to poison damage, and when you are not moving, creatures have disadvantage on Wisdom (Perception) checks when trying to detect you. |
The Void Behind The Rainbow
At 14th level, your connection to the Vast Dream has strengthened to the point where you can conjure both the hopes and nightmares of all creatures. When you use your Color Out Of Space feature, the nightmare conjured can now be seen by all creatures. Creatures other than the target perceive the nightmare as a beautiful array of light and color. When any creature fails their save against the nightmare, they become restrained by their own fear.
Additionally, you gain the dream spell. It counts as a bard spell for you and does not count against your spells known.
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