You are able to travel through the Realm of Dreams and experience the dreams of others, obtaining temporarily attributes depending on the person’s emotional state.
You can visit the dream from one of your allies within 30ft of you. You and the ally you visited in their dream gain Temp HP equal to your level + proficiency bonus after both of you complete a long rest. Additionally, roll a d6 to determine the type of dream you experience from your ally. For the next 4 hours after completing the long rest, you gain one of the following benefits, depending on the type of dream you rolled.
|
D6 Roll |
Dream Type |
Description |
|
1 |
Lucid Dream |
You can’t be magically put to sleep, and you gain truesight out to a range of 10ft, but you can only see through magical visual illusions, and to perceive the true form of a shapechanger or creature transformed by magic. |
|
2 |
Nightmare |
You gain advantage on rolls against being frightened. Additionally, the creature within 40ft of you that hits you with an attack roll, it receives 1d6 psychic damage and cannot make opportunity attacks until the start of your next turn. |
|
3 |
Recurring Dream |
You can roll an additional 1d6 to the first Perception and Investigation check you make. Additionally, you gain advantage on the first attack roll you make in combat. |
|
4 |
Prophetic Dream |
You can roll a 1d4 and add or subtract the number rolled from the initiative roll of a creature (you can choose yourself) within 30ft of you. Additionally, you can’t be surprised. |
|
5 |
Healing Dream |
The first time you regain HP, the creature can roll an extra 1d6 and add it to the total. Additionally, you gain advantage on saving throws against being charmed. |
|
6 |
Daydream |
Your movement speed increases by 10ft. Additionally, you and any creature within 10ft of you cannot be affected by spells from hostile creatures from the School of Divination. |
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