This soft, moon-silk satchel is embroidered with drifting clouds and closed with a silver drawstring. When opened, faint whispers and the scent of lavender spill out, and fleeting images flicker just beyond the edge of sight.
Properties
The Bag of Dreams can hold up to 5 dreams at a time. A dream is an intangible echo of a creature’s sleeping mind, stored as a shimmering mist within the bag.
Capturing a Dream
While a creature within 10 feet is sleeping, you may use an action to draw a dream into the bag.
Each captured dream remains potent for 7 days before fading harmlessly.
Using a Dream
As an action, you may release one stored dream to produce one of the following effects (your choice):
Soothing Dream
The target regains 3d8 + your proficiency bonus hit points and has advantage on its next saving throw against being frightened or charmed within the next hour. (if you have a proficiency in medicine the healing is doubled)
Prophetic Dream
You or a creature you touch gains advantage on one attack roll, ability check, or saving throw made within the next 10 minutes.
Haunting Dream
A creature within 30 feet must make a Wisdom saving throw (DC 14) or become frightened of you until the end of its next turn. On a success, the creature is immune to this effect for 24 hours.
Shared Dream
You and one willing creature enter a brief shared vision, allowing you to communicate telepathically for 10 minutes, regardless of language, as long as you remain within 1 mile of each other.
Dream Saturation (Risk)
If you attempt to store a sixth dream, roll a d20:
- 1–10: The new dream fades immediately.
- 11–19: One random stored dream becomes unstable, imposing disadvantage on the next roll made using it.
- 20: A lucid dream forms—when released, it has double duration or double healing, DM’s choice.
Comments