The Sovereign of Dreams' true power unleashed. Once this power has been activated, the whole world becomes their playground. The fabric of reality can bend to their will. It may piss off one or two gods of creation, so the past sovereigns have used this power sparingly, but who knows? You're not like the others. You're not some hoity toity primordial bigshot specifically groomed for the role. You're a normal person who's just inherited a ton of power. There's a reason for the saying "Power corrupts, and absolute power corrupts absolutely."
Spell Alteration. The holder of this power can alter the type of skill check/save needed to save on any of their spells that they cast. This change must be announced at the time of casting. The holder of this power can also, once per long rest, temporarily change the DC of one of their spells at the time of casting. The player must roll a d20 and add their spellcasting modifier to determine this value. They MUST use the new value. The DC resets once the spell's effect ends.
Making Dreams a Reality. This power can be activated once a week. When activated, it lasts for thirty seconds (five rounds). If you were a primordial being, you could use this power indefinitely and whenever you wanted. But you're not. Your soul cannot handle the strain of this power for more than thirty seconds. During those thirty seconds, however, you can alter reality around you to a considerable degree.
- You gain a fly speed equal to double your walking speed.
- As an action, you can alter the topography of any naturally-occurring terrain around you, up to a 25 x 25 ft. area. You can raise it up to 30 ft. above its previous elevation, or lower it 30 ft. below its previous elevation. All changes to the terrain revert once the effect ends.
- As an action, you can instantly change the weather of the surrounding area. The weather has to be naturally-occurring on that planet (e.g. you cannot make it rain diamonds like it does on Neptune). Any benign weather (snow, rain, sunshine, hail, etc.) summoned by this skill will remain for the rest of the day, but any natural disasters (tornadoes, typhoons, drought, tsunamis, etc.) summoned by this skill will disperse or disappear after the effect ends.
- You can cast the spell Silvery Barbs as a reaction without expending any spell slots or resources.
- You can use your reaction to give an ally advantage on any skill check or saving throw they are currently making.
- As a free action, you can change the color or texture of anything you can see. This effect does not change the material of the affected subject. All changes will revert after the effect ends.
As a consequence of using this skill, roll a d100 after the effect ends. On a 90 or above, one of the gods of creation will personally approach you after the battle and impose a curse on you. They may be able to be persuaded to not curse you, but that could prove difficult. If they do bestow a curse upon you, roll on the long-term madness table found in the basic D&D rules. Since this curse was put upon you by a god of creation, it cannot be undone except by another such deity of equal or greater power.
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