Dream Walker Initiate Image
Prerequisite: Level 4 or The Gift of the Nightmare Court Feat
 

You've learned how to enter the dreams of other creatures asleep within 1 mile of you and use Dream Powers to alter the dreamscapes you enter, gaining the following benefits:

  • Your Intelligence, Wisdom, or Charisma score increases by one. 
  • When you go to sleep your conscious mind is transported to the plane of dreams into a dreamscape of your mind's creation. This place is called your Dream Home, a place for relaxation and to preparation for travel into the dreams of others. Everyone's Dream Home looks different but all have one element in common, a door or archway leading to a never ending hallway of doors. The doors in this hallway lead to the dreams of sleeping creatures that are nearby. 
  • You gain a number of Dream Power Points equal to 3x your proficiency bonus to spend on any of the Dream Powers described below. Exhaustion and Stress Points can reduce this total. These points reset at dawn each day. 
    Example: Lauresha's proficiency bonus of +3, gives her a pool of 9 Dream Points. However, Lauresha has one point of exhaustion so starts the dream with 8 Dream Points.

Dream Powers

Return to Dream Home (Cost 0)

When you begin to dream you appear in your "Dream Home", a dreamscape designed by your subconscious for preparation and to protect your sanity. As an action, you can retreat to your Dream Home by drawing a door in the air and stepping through. Any changes you made to the dreamscape are dispelled and return to their original state.

Dreamweaver's Sight (Cost 1) 

Lift the veil and peer through the fabric of the dreamscape revealing the illusion. While within a dreamscape you can use an action to gain True Sight out to 30 feet for 1 minute.

Dreamweaver's Cloak (Cost 1) - Requires Concentration

As an action, you become invisible to the dream seed and other denizens within a dreamscape. You can also move through objects and creatures as if they were difficult terrain. While invisible in this way you can't be effected by the dreamscape and can't effect the dreamscape except through the use of Dream Powers.

Embolden Dreamer (Cost 1)

As an action, you can enhance a dream seed's mental fortitude giving them advantage on fear and horror checks that reduce their sanity until the end of the dream scene. If the emboldened dreamer is knocked unconscious you can use your reaction to have the damage reduce them to 1 hp instead.  You can embolden multiple dreamers by spending 1 dream point for each dreamer beyond the first.

Summon Dreamer (Cost 1)

As an action, you can bring dreamers from other dreamscapes into the dreams of those you are walking in. Dreamers summoned in this way must make a Charisma saving throw against your spellcasting DC. On a failed save they are pulled into the dreamscape. On a successful save the summoning fails. You can summon multiple dreamers at once by spending 1 Dream Point for each dreamer beyond the first.

Alter Dreamscape, Minor (Cost 2+) - Requires Concentration.

As an action, you can change one element of the dream environment, such as weather, lighting, or change one object to another, such as chair into a barrel. Objects changed in this way must be within one size category of the original. If you lose concentration the changed element returns to its original state. You can change multiple elements of the dream at the cost of 2 points per element beyond the first.

Rewind (Cost 5+)

As an action, you can rewind the events in a dream back to the end of your last turn, you can increase this number by 1 Turn for every additional 3 dream points spent. 

Slow Motion (Cost 5) - Requires Concentration

As an action you slow time within a dreamscape down to a crawl or speed it up for up to 1 minute,  until you lose concentration, or chose to end the effect. For the duration you gain the benefits of the Haste spell and time is slowed for all other creatures in the dreamscape, giving creatures the effect of the [spell]slow[/slow] spell.

Dream Walker Initiate Image

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