
You have the ability to influence another creature's dreams. You can't detect creatures who can't sleep or dream, are hidden from divination magic, or whose thoughts can't be read. Choose one humanoid. You appear in the target's dream, and attempt to fill it with soothing or haunting visions. An unwilling creature must make a Wisdom saving throw. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. If these visions last for at least 1 hour, choose one of the following effects:
Relief. The target’s exhaustion level is reduced by 1. Alternatively, the target can repeat a saving throw to end one effect preventing it from resting.
Torment. The target gains no benefit from its rest.
Dream walking can be a taxing experience on the walker's mind and body. After you use this feature, you must make a DC 10 Constitution saving throw at the end of your rest. On a failure, your exhaustion level goes up by 1. Regardless of whether you succeed or fail, you can't use this feature again until you finish a long rest.

DC is a spellcasting modifier of caster