Level
Cantrip
Casting Time
1 Minute
Range/Area
Sight
Components
V, S
Duration
Concentration 7 Hours
School
Enchantment
Attack/Save
None
Damage/Effect

You enter the dreams of a creature you can see within range, influencing its subconscious. While in the dream, you can attempt one of the following actions per turn. Roll d20 + relevant ability modifier to determine success against the DC listed for each action.

Action Effect Ability Modifier DC
Speak Appear only as sound; you can speak, sing, or make any sound. Intelligence, Charisma or Wisdom 8
Interact Appear as yourself on a flat surface; you may physically interact with the target in the dream. Intelligence, Charisma or Wisdom 10
Explain Appear as a physical form of your choice, in any location, and change appearance freely. Intelligence, Charisma or Wisdom 13
Soothe Heal the target 2d6 (or 8 HP). If at full HP, grant 1d6 temporary HP until damaged. Wisdom 15
Terrify Deal 2d10 psychic damage, awaken the target, and prevent sleep for 2 hours. Charisma 15

Success: If your roll meets or exceeds the DC, your action succeeds.

Notes:

  • The target can make a Wisdom saving throw to resist effects at DM discretion for harmful actions (Terrify) or beneficial effects (Soothe).

  • Concentration rules apply: if you take damage or lose concentration, the spell ends.

  • You can attempt one action per turn.

Available For: Bard - College of Glamour Cleric - Twilight Domain (TCoE) Druid - Circle of Dreams (XGtE) Sorcerer - Aberrant Sorcery Warlock - Great Old One Patron

Watoo

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