The dream world and reality are not so much different as they are two sides of the same coin. Your burgeoning proficiency with the magic of dreams has led you to experience your own dreams in an entirely new, more lucid manner. You gain the following effects:
When you are sleeping or otherwise unconscious, you may release an astral projection of yourself from your body. It follows the same rules as the Astral Projection spell for the purposes of its tether (the way back to your body), however it has a maximum distance equal to your character's level (in miles). This projection views the world around it in a largely unchanged sense, save for some dream-like distortions in shape, proportion, color, or texture that dissipate as suddenly as they appeared, leaving the dreamer to second-guess if they even saw it at all. While in this astral form, you can see misty beacons rising towards the sky that correspond to creatures actively asleep and dreaming within the range.
You have a pool of 3-times-your-proficiency-modifier Dream dice, which may only be utilized within this astral projection state and refresh upon completing a long rest. Any effects gained from these dice will dissipate after 24 hours or a creature's next long rest. They may be expended to do the following:
(0): Enter a dream. You enter through one of the aforementioned misty beacons and share in the dreams and sensations of the other party. You are not perceivable by the other dreamer unless you wish to make yourself known, and even if you do make yourself known to the other dreamer, it is unlikely for them to remember the events of the dream unless you strengthen it. After they awaken, they make either an Intelligence or Wisdom saving throw (DC 12), forgetting the dream if they failed the save.
(0): Cut a dream. When two or more dreams are linked, you may cut the thread connecting them.
(1): Disrupt the dream. You create ripples in their dream, causing disruptive interference. Upon awakening, the DC for remembering the dream is increased by your Spell Attack modifier. This cannot be enacted multiple times.
(1): Strengthen the dream. You synchronize your own mental waves with the other dreamer(s)'s, causing the dream to become less fragile. Upon awakening, the DC for remembering the dream is reduced by your Spell Attack modifier. This cannot be enacted multiple times.
(1): Link dreams. You take a spectral thread from one dreamer's beacon and lace it into another's, causing them to share dreams. If you have already influenced one person's dream, this dream will take precedence. Otherwise, roll a d4. On a 1 or 2, the first creature's dream takes precedence. Conversely, on a 3 or 4, the second dream takes precedence.
(1) Adventure. The character has advantage on Survival and Investigation checks.
(1) Home. The character gains 5 temporary hit points.
(1) Isolation. The character has disadvantage on any skill check made to converse with another entity. They have disadvantage on saving throws against the Charmed condition.
(1) The Hunt. The character has +3 to survival checks made to track a creature
(1) Guidance. The character may add a single 1d4 to a skill check or attack roll they make, after seeing the roll but before seeing results. This die is exhausted after using it.
(1) Hope. The character adds +2 to their death saving throws and rerolls critical failures on death saves.
(2): Influence the dream. You exert mental your own mental influence on the dream, changing the scene and conditions as you wish. This can only recall creatures, objects, and scenes that one of the dreaming parties has encountered. As such, you may wish to see a scene of a military officer's family, and although you have never met them, the dreaming military officer's mind will subconsciously populate the scene in best accordance with your influence. You may not glean any of the known details of these figures or scenes beyond what is visible within the dream, and as such do not have direct access to the entire repository of someone's thoughts and memories just by nature of influencing them; they must be interpreted.
(2): Divining dream. You follow the thread of memories, which leads linearly to the past, and choose to follow one of its future forks--which have not occurred yet--as these possibilities increasingly diverge the thread of fate. The future is not set in stone, but it may be predicted. For all those experiencing this dream, they see glimpses of one or more possible futures, and each roll and receive a d20 Divination die. Until their next long rest, this die retains the number rolled, and may be used only once to replace the results of any d20 roll that they or another creature they see performs. A creature may hold any number of these dice, but a creature does not gain a d20 Divination die if they have shared a Divining Dream with more than 2 of the same individuals within 24 hours. Additionally, for every 2 divination dice created, the DM also gets one for the same duration, and may use them as they see fit.
(2) Nightmare. The character has disadvantage on Saving Throws against the Fear condition, and advantage on Perception checks.
(2) Awaken. Violently disturb the dream, causing the sleeper to awaken.
(2): Dream of Calm. You reduce all noise in the dream--of every sensation--to nothing. All those experiencing this dream may choose one of the following effects, as they experience the meditative calm differently:
1. Expend one or more of your hit dice, up to half your character level, rounded down. When you awaken, you gain Temporary Hit Points equal to the number rolled.
2. When rolling for damage or healing, you may reroll all the dice once or add one more die, a number or times equal to half your character level, rounded down.
3. Roll a d8. You may add or subtract this number from any skill or ability checks you or a creature you are in melee range with makes, a number of times equal to half your character level, rounded down.
4. You may regain a spell slot equal to one of your highest casting ability or any combination that adds to the same result (ex: max 3, can gain 1+1+1 or 1+2 leveled spell slots back). You may use this bonus a number of times equal to half your proficiency bonus, rounded up.
*A character may not choose the same option from Dream of Calm twice within 24 hours.
(3): Dream of Scrying. You force the dreamscape to represent the present state of a place that you or a willing dreamer have visited before, and may explore the location with high detail (DM discretion). Objects that were not in the location previously will still appear here, and if the location is entirely destroyed then the scene will simply show the former geologic location. This dream can also help construct a more accurate, lucid representation of the past than an Influenced Dream.
(3): Dream of Destruction. Nothing is safe within this dream, even if the physical bodies remain unharmed. Each creature that experiences this dream takes 1 additional psychic damage from each instance of damage it takes, however it may add additional psychic damage to its attacks equal to its proficiency bonus. The effects end after 24 hours or the next long rest.
(3) Terror. You wreak havoc on the mind of the dreamer, influencing their subconscious to bring to life their utmost feared scenarios. The character gains a level of exhaustion. This cannot occur more than once in a night, and the exhaustion will go away if the character does not remember the dream.
(4) Dream of the Stars. The dream transforms into a breathtaking map of the stars, where each participant may gaze and find their place. Each dreamer may choose one Constellation, increased to 2 or 3 at levels 7 and 11 respectively. The effects end after 24 hours or the creature's next long rest.
- Aquarius: When dashing, gain an additional 10 feet of movement speed. This additional speed is not doubled, even with subsequent dash actions, although it is additive. Any fall damage taken is reduced by 5-times-character-level (ex: level 4 reduced 20 fall damage from any height, although obviously does not heal the character).
- Pisces: Gain a swimming speed of 40 feet. If the character already has a swimming speed, increase by 20 feet. Additionally, the character may hold their breath underwater for an additional 10-times-their-constitution-score minutes. While submerged, gain an additional +3 to Dexterity, Constitution, and Strength saving throws.
- Aries: You cannot become prone. When you deal more than 10 damage to a creature in a turn, you may attempt to knock it prone with a contested Athletics check. This cannot occur more than once on each of your turns, although it may affect multiple creatures at once (AOE attack, for example). If a spell triggers this effect, instead contest Athletics versus the spellcaster's spell DC.
- Taurus: Increase your Constitution and Strength scores by 2, increasing the cap if necessary. Gain advantage on Strength-based skill checks, and you are immune to the Charmed condition.
- Gemini: Target another dreamer. Whenever that dreamer takes damage, it is split equally between the two of you, rounded up. Whenever you or that dreamer regain hit points, they are split between the two of you. Damage below 1 will also be rounded up to 1. If you use an action, you may perceive the other person's senses as your own, regardless of distance.
- Cancer: Once per turn whenever you strike an enemy with an unarmed attack, you may grapple them. On its own turn, the victim may contest Athletics with you to attempt to break free.
- Leo: Attacks deal bonus magical slashing damage equal to your proficiency modifier. Whenever you use your action to attack, you may use your reaction to make an additional unarmed attack as long as you have free hands to do so. You gain disadvantage on intelligence and wisdom checks, saves, and skills.
- Virgo: When you take this boon you lose one spell slot of each level. They may be restored by other means, but are empty upon awakening. Increase your Spellcasting modifier, Attack modifier, and DC by 2 each. Whenever you would deal damage or heal with a spell, its effects are increased by 25%.
- Libra: You may subtract up to 2 from any ability score you have and add those numbers to another ability score, any number of times (no more than 4 may be added to any one stat from this effect, and no more than 2 may be removed. This effect cannot exceed the normal stat limitations). Whenever you make an attack roll, you may add your proficiency bonus to the roll again, but the next creature to attack you may do the same. You may also add your proficiency bonus again to ability checks, but the next ability check you make while under this boon's effect will be reduced by the same amount. You may decide to do this after seeing the roll's number, but before hearing its results. Additional give-and-take rules may be implemented as the player bargains with the DM, so long as the scales remain balanced.
- Scorpio: Weapon attacks you inflict deal additional poison damage equal to 1d4 times one-third-character-level, rounded down (ex: level 5 character deals 1d4 poison damage, level 6 deals 2d4). When attacked, you may use your reaction to increase your AC by 2 until the end of the turn. Gain vulnerability to bludgeoning damage.
- Sagittarius: You may gain proficiency in 2 additional skills of your choice, and increase one existing skill proficiency to expertise. You gain advantage on charisma ability and skill checks, and ranged attacks you make have an additional +2 attack and damage modifiers. Gain advantage on History checks and any check made for writing.
- Capricorn: Increase your movement speed by 10 ft. Whenever you make an attack a creature, you may move without provoking attack-of-opportunity from that creature, although this does not guarantee safety from other creatures nearby. Gain advantage on dexterity saving throws.
Comments