A pale, sticky resin harvested from plants found in cursed or otherworldly soils, often baked into pies or candies to disguise its bitter taste. On its own, it can be chewed or brewed into a syrupy tea.
A creature that consumes Dreamveil must succeed on a DC 16 Constitution saving throw or fall into a trance that lasts for 1d4 + 4 hours, during which time the creature is Incapacitated and Enraptured and has a Speed of 0 feet. The trance ends if the affected creature takes any damage or if someone else uses an action to shake the creature out of its stupor. On a successful save, or when the trance ends, the creature gains 1d8 Temporary Hit Points for 1d4 hours. While these Temporary Hit Points are active, the creature is Slowed.
While in the trance, the creature dreams of being in some joyous, blissful place, far removed from the evils of the world. The places and characters in the dream are vivid and believable.
Dependency. When the dream ends, the affected creature must roll a DC 16 Wisdom saving throw. On a failed save, the creature experiences a longing to return to the place, with a debilitating desire to consume another dose. If the creature fails to consumed another dose of Dreamveil in the next 48 hours, it suffers 2 Exhaustion levels, and must repeat the save, with identical results on a failed save. If the creature succeeds the Wisdom saving throw, it is no longer feels compelled to consume another dose, nor does it suffer Exhaustion levels, but the longing to enter the dream world granted by the pastry remains.
Affected Creatures. Humanoids, Large or smaller Beasts; Giants (for whom duration is halved); Fey, Fiends, and Celestials (Advantage on the saving throws).
Cost on the black market: 30 GP per dose
Ravenloft Lore
In Barovia, the hag Morgantha infamously put dreamveil inside mincemeat pies.
Notes: Debuff, Utility, Consumable
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Posted Sep 26, 2025ENRAPTURED [CONDITION]
Your mind slips its tether. Colors breathe, sounds ripple with hidden patterns. While you are Enraptured, you experience the following effects.
Weighted Limbs. You have the Slowed condition.
Altered Perception. You have Disadvantage on attack rolls and ability checks, and you can’t benefit from Truesight.
Hallucinations. You experience illusory sights, sounds, or sensations. You automatically fail saving throws made to disbelieve illusions.
Revelation. Once while Enraptured, you can make an Intelligence or Wisdom ability check of your choice with a +5 bonus, ignoring the Poisoned condition for that check.
Ending the Condition. When you stop consuming the intoxicant, you step down one stage at a time: Enraptured → Bewitched → sober. When the condition ends, you gain 1d2 Exhaustion levels. The time required to step down depends on the substance or is determined by the DM.
Heroic Dose. At heroic doses, the veil tears wider—visions blaze, voices whisper from beyond, and your soul teeters between revelation and terror. One hour into the trip, make a Wisdom saving throw (DC set by the DM). You have Advantage on the save if you are in a safe and calm environment. The result determines the overall tone of your trip for the duration:
Euphoric. On a success, you gain the Incapacitated condition as your consciousness drifts into the Astral Plane, the Ethereal Plane, or one of the Celestial outer planes (DM’s choice) for the remainder of the trip. While there, you may attempt to contact an otherworldly entity as if through the Contact Other Plane spell. When the trip ends, you gain Inspiration and 1d6 Temporary Hit Points at the start of each day for the next 7 days.
Bad Trip. On a failure, your mind is hurled into a dark plane—the Shadowfell, the Nine Hells, or another evil outer plane—for the remainder of the trip. You take 6d6 Psychic damage and gain the Incapacitated and Frightened conditions. If this Psychic damage reduces you to 0 Hit Points, you fall Unconscious but become Stable.
SLOWED [CONDITION]
While you have the Slowed condition, you experience the following effects.
Speed Affected. Your Speed is halved.
Defense Affected. -2 penalty to AC and Dexterity saving throws.
Limited Actions. On your turns, you can take either an action or a Bonus Action, not both, and you can't take Reactions.
Number of Attacks Affected. If you take the Attack action, you can make only one attack, or one fewer attack if you have the Extra Attack feature or Multiattack.
Falling to 0 Hit Points. When regaining HP after falling to 0 Hit Points, you are Slowed until the end of your next turn.