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The Dreamwalker

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Astral Guidance, Circadian Mastery, Dream Form — — — — — —
2nd +2 Prophetic Glimpses, Spellcasting 2 2 — — — —
3rd +2 Conscious Dreams, Destructive Thoughts 3 3 — — — —
4th +2 Ability Score Improvement 4 3 — — — —
5th +3 Dissonant Strikes, Transient Messenger 5 4 2 — — —
6th +3 Inner Demons, Flexible Subconscious 6 4 2 — — —
7th +3 Dream feature 7 4 3 — — —
8th +3 Ability Score Improvement 8 4 3 — — —
9th +4 ─ 9 4 3 2 — —
10th +4 Ethereal Form 10 4 3 2 — —
11th +4 Dream feature 11 4 3 3 — —
12th +4 Ability Score Improvement 11 4 3 3 — —
13th +5 Astral Sight 12 4 3 3 1 —
14th +5 Dream feature 12 4 3 3 1 —
15th +5 Ethereal Pull 13 4 3 3 2 —
16th +5 Ability Score Improvement 13 4 3 3 2 —
17th +6 ─ 14 4 3 3 3 1
18th +6 Dream feature 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Eternal Dream 15 4 3 3 3 2

Creating a Dreamwalker Class Features


When creating a barbarian character, think about where As a Dreamwalker, you have the following class features:
your character comes from and his or her place in the
world. Talk with your DM about an appropriate origin for Hit Points
your dreamwalker. Hit Dice: 1d8 per Dreamwalker level
Where did you come from? Did you come from the Hit Points at 1st Level: 8 + your Constitution modifier
Material Plane or one of the Transient Planes? Were you a Hit Points at Higher Levels: 1d8(or 5) + your Constitution
regular commoner from whom these power awakened, or a modifier per level in this class after 1st
learned scholar actively searching for them? Are your
transdimensional powers something you brought from Proficiencies:
another dimension or did they awaken in you while you had Armor: Light Armor
a regular life? Weapons: Simple Weapons
What drove you to adventuring? Was it your curiosity to Tools: None
explore the hidden corners of your own dreams and mind? Saving Throws: Charisma, Wisdom
Are you haunted by nightmares of a past mistake, which Skills: Choose two from Arcana, Insight, Intimidation,
you now use to fuel your powers in hopes to right that Investigation, Perception, Religion and Stealth
wrong?
Equipment
Quickbuild You start with the following equipment, in addition to the
You can make a dreamwalker quickly by following these equipment granted to you by your background:
suggestions. First, put your highest ability score in (a) a light crossbow and 20 bolts or (b) any simple
Wisdom, followed by Constitution. Second, choose the weapon
Sage background. (a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
Leather Armor and a dagger

The Dreamwalker by u/RomulusFirepants


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Astral Guidance Your dream form is only visible in the Material Plane to
you or other creatures who can see into the Astral or
Your dreams are more vivid than anyone else's, and so is Ethereal Planes, and lasts until your dispel it as a bonus
what you bring back from every slumber. Once per day, action or until you lose your concentration (as if you were
when you finish a long rest, roll a d10. The results indicate concentrating on a spell).
how intense your dream was, as shown in the following You share your maximum movement per turn with your
table. dream form, which you can order to move in any direction
d10 Dream Intensity Boon Value
it can as a bonus action. If your movement speed is 30 feet,
you and your dream form can only move a combined total
1-7 Neutral — of 30 feet on your turn.
8 Mild +1 Your dream form has an amount of Hit Points equal to
your Dreamwalker level plus your Wisdom modifier and
9 Intense +2 cannot do anything but move. Otherwise, it has the same
10 Memorable +3 statistics as you.
Additionally, you may spend an action to instantly switch
If you have a Neutral dream, more focused on menial positions with your dream form, as long as it is within 60
ideas and not so concise events, you are considered to have feet of you.
proficiency in one additional skill of your choice. If your
dream is either Mild, Intense or Memorable, roll a d4. Spellcasting
d4 Dream Boon By 2nd level, you have learned to draw on Ethereal and
1 Attack Rolls
Astral magic through constant interplanar travels to cast
spells fueled by the Transient Planes. See chapter 10 of the
2 Armor Class Player's Handbook for the general rules of spellcasting and
3 Movement Speed (x10 ft.) page 7 for the dreamwalker spell list.
4 Saving Throws Spells Slots
The Dreamwalker table shows how many spell slots you
Your boon depends on the result of the roll, with an have to cast your spells. To cast one of your dreamwalker
amount equal to the Boon Value, presented in the Dream spells of 1st leveI or higher, you must expend a slot of the
Intensity table above. You can spend a boon action to apply spell's leveI or higher. Vou regain all expended spell slots
this bonus to yourself for 1 minute. You can apply this when you finish a long rest.
bonus a number of times equal to your Wisdom modifier For example, if you know the 1st-level spell cause fear
for every long rest. and have a 1st-level and a 2nd-level spell slot available, you
Each boon lasts until you receive a new one from another can cast cause fear using either slot.
dream.
Spells Known of 1st Level and Higher
Circadian Mastery Vou know two 1st-level spells of your choice from the
Your constant diving into the Astral Plane gives you dreamwalker spell list.
increased control over your own body's need to sleep. The Spells Known column of the Dreamwalker table
When you begin sleeping during a long rest, you may shows when you learn more dreamwalker spells of your
choose to initiate a Light Sleep or Heavy Sleep. choice. Each of these spells must be of a level for which you
Light Sleep. You do not suffer penalties to your passive have spell slots. For instance, when you reach 5th level in
Wisdom(Perception) score by being asleep, but regain a this class, you can learn one new spell of 1st or 2nd level.
decreased amount of expended Hit Dice equal to your Additionally, when you gain a level in this c1ass, you can
Wisdom Modifier, with a minimum decrease of 1. choose one of the dreamwalker spells you know and
Heavy Sleep. You are completely unaware of any outside replace it with another spell from the dreamwalker spell
occurences unless you take damage or a creature spends list, which also must be of a level for which you have spell
an action to wake you up. You regain an increased amount slots.
of expended Hit Dice equal to your Wisdom modifier,
without exceeding your maximum amount of Hit Dice. Spellcasting Ability
Wisdom is your spellcasting ability for your dreamwalker
Dream Form spells, since your magic draws on your attunement to the
Transient Planes. You use your Wisdom whenever a spell
With such an access to the Ethereal and Astral planes, your refers to your spellcasting ability. In addition, you use your
very sense of self begins to detach from you. Wisdom modifier when setting the saving throw DC for a
You can spend an action to summon your dream form dreamwalker spell you cast and when making an attack roll
from the Ethereal or Astral Planes into reality, or vice versa with one.
in an unoccupied space that you can see within 30 feet of
you. If you are sleeping however, you can: Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier
Summon your dream form to the Ethereal or Astral
Planes without expending an action. Spell attack modifier = your proficiency bonus + your
Move your dream form in these planes as you wish, Wisdom modifier
sharing vision with it.

The Dreamwalker by u/RomulusFirepants


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Prophetic Glimpses Each beast is also considered your choice of either a fey
or fiend, and it disappears when it drops to 0 hit points or
Also at 2nd level, you accidentally begin to delve into the when the spell ends.
divinatory aspect of dreaming, giving you the upper hand in The summoned creatures are friendly to you and your
battle. An amount of times per day equal to half your companions. Roll initiative for the summoned creatures as
Wisdom modifier rounded up, you can spend a reaction to a group, which has its own turns. They obey any verbal
give yourself advantage on your next attack roll or saving commands that you issue to them (no action required by
throw. you). If you don't issue any commands to them, they defend
themselves from hostile creatures, but otherwise take no
Conscious Dreams actions.
At 3rd level, you begin to walk a single thread of dreams The challenge rating for these spirits doubles at 9th and
which will guide you through your travels. You can choose 14th levels.
between the Stormy Dream and the Projective Dream,
both detailed at the end of the class description. Your Flexible Subconscious
choice grants you features at 3rd and again at 7th, 11th, At 6th level, you start to have a stronger effects on your own
14th and 18th levels. dreams. When take a short rest you can attempt to change
your Astral Guidance boon. You can expend a Hit Dice to
Destructive Thoughts use your Astral Guidance feature at the end of a short rest
Beginning at 3rd level, the volatility of your dreams affects a number of times per day equal to half your Wisdom
those who dare to peer into your mind or soul. Unless you modifier rounded down (minimum of 1). You replace your
wish to, you cannot be targeted by effects that require you previous boon with the new one. Due to effort it takes to
to be asleep, such as a Night Hag's Nightmare Haunting. control your own dreams, when you use this feature you
Additionally, whenever you are targeted by a Divination or cannot regain Hit Dice at the end of the short rest.
Enchantment spell, you may spend your reaction to Additionally, whenever you use your Astral Guidance
retaliate against the caster. It must make a Wisdom saving during a long rest, you can add or subtract up to half your
throw against your spell save DC, suffering 2d6 psychic Wisdom modifier to the result obtained from the d20.
damage on a failure and half on a success.
This damage increases by 1d6 at 7th, 11th, 15th and Ethereal Form
19th levels. When you reach 10th level, you start to extend the limits of
your dream form. You can cast spells as though you were in
Ability Score Increase your dream form's space, but you must use your own
When you reach 4th level, and again at 8th, 12th, 16th, and senses. You and your dream form now have separate
19th level, you can increase one ability score of your choice movement speeds and you can spend a bonus action to
by 2, or you can increase two ability scores of your choice have it move in any direction you wish.
by 1. As normal, you can't increase an ability score above 20 Additionally, while you are sleeping, you gain the
using this feature. following benefits:
while moving your dream form outside the Material
Dissonant Strikes Plane, its movement speed is tripled and can see into
At 5th level your increasing powers allow you to strengthen the Material Plane, allowing it to travel long distances in
your attacks with synaptic energy. Your weapon attacks short amounts of time.
deal an additional 1d6 psychic damage. Creatures immune you may communicate telepathically with any sleeping
to the frigthened or charmed conditions have resistance to creature who understands any of your known
this damage. languages, as long as they are within 15 feet of your
dream form.
you can cast the Divination spell once a day, during a
Transient Messenger long rest, without expending a spell slot.
When you reach 5th level, you begin to stabilize your
entries into the Transitive Planes just enough to send Astral Sight
coherent messages. You can cast the Dream spell without At 13th level, you can use twice your proficiency modifier
expending a spell slot an amount of times per long rest when making Wisdom(Insight) checks.
equal to your Wisdom modifier. Additionally, whenever your dream form is in the same
space as you, you can spend a bonus action to gain true
Inner Demons sight for 1 minute. You can use this feature a number of
Beginning at 6th level, you bring from your dreams more times equal to your Wisdom modifier.
than just emotion and knowledge. Once per short or long
rest, you can spend an action to summon fey spirits that Ethereal Pull
take the form of beasts and appear in unoccupied spaces Beginning at 15th level, your Astral presence manifests
that you can see within range. Choose one of the following even in your dream form. Your dream form gains a 20-foot
options for what appears: aura which grants advantage on Wisdom saving throws to
One beast of challenge rating 1 or lower Two beasts of you and your allies and disadvantage to hostile creatures.
challenge rating 1/2 or lower Four beasts of challenge
rating 1/4 or lower Eight beasts of challenge rating 1/8 or
lower

The Dreamwalker by u/RomulusFirepants


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Eternal Dream Dreamy Presence
Finally, at 20th level, you attained a perfect balance of At 7th level, your choice of focus on dreams influences how
presence between the Transient Planes and the Material others see you. You gain proficiency in one skill and
Plane by constantly moving between them. You gain the advantage on checks for that skill while your dream form is
following benefits. in the same space as you. The skill you gain advantage on
is determined by your choice at 3rd level.
You no longer gain exhaustion levels by not sleeping and Nightmare. Charisma(Intimidation).
only need to spend 4 hours per day sleeping in order to Bliss. Charisma(Persuasion).
gain the full benefits of a long rest. If you already have proficiency on that skill, you can now
Your dream form gains a flight speed of 60 feet. add twice your proficiency bonus when making checks for
You can make attacks of opportunity as if you were on that skill.
your dream form's space without switching locations to
it. Mental Breaching
You now switch positions with you dream form as a Beginning at 11th level, your experience with the volatility
bonus action instead of an action and can do it as a free of the exposed mind and soul allow you penetrate the
action a number of times per day equal to your Wisdom weakened mental defenses of others. Whenever a creature
modifier. you can see within 30 feet of you fails a Wisdom saving
throw, you can cause one of the following effects, according
Conscious Dreams to your choice at 3rd level.
Nightmare. You can force the creature to make a
A dreamwalker's travels bring them through several Wisdom saving throw against your spell save DC, suffering
worlds, but with time, they tend to wander through an amount of psychic damage equal to 1d6 times half your
transient fields of dreams sharing similar themes. Wisdom modifier.
Dreamwalkers of Stormy Dreams grab unto the emotions Bliss. You can restore an amount of Hit Points to the
brough forth by the more intense manisfestations of the creature equal to 1d6 times your Wisdom modifier.
subconscious, using them as the power to alter their reality.
The Projective Dream brings a dreamwalker closer to Blurred Glimpses
complete control over its dream form, while the travellers Starting at 14th level, you can focus your inclination upon
of the Lucid Dream focus on erasing the barriers between your enemies' most vulnerable moments. When you hit an
the planes they have access to, easily bringing entire enemy with a weapon attack using the bonus granted by
portions of the Transient Planes into their surroundings. your Prophetic Glimpses feature, it must make a Wisdom
saving throw against your spell save DC. How the creature
is affected is dependent on your choice at 3rd level.
Stormy Dream Nightmare. The creature must use its full movement
Terrifying nightmares and blissful dreams bring forward and take the Dash action to move as far away from you as
one's most intense desires and fears. Dreamwalkers of this possible, without entering dangerous terrain. It can make
Dream focus on using the emotions from these dreams to the saving throw again at the beginning of each of its saving
fuel their powers. throw, ending the effect on itself on a success. The effect
ends early if the creature moves 120 or more feet away
from you and can no longer see you.
Psyche Manipulation Bliss. The creature becomes charmed by you and has
When you choose this Dream at 3rd level, you gain the disadvantage on Wisdom saving throws to escape this
ability to influence how often you have more vivid dreams. effect while within 120 feet of you, as long as it can see you.
Once at 3rd, 7th, 11th, 14th and 18th levels you can If your dream form is in the same space as the target, it
permanently change the Dream Intensity of one result of retains disadvantage on the saving throw until your dream
the d10 you roll when you use your Astral Guidance. You form moves away from its space.
can only change one result at a time and only results with Additionally, you now have more daily uses of your
Neutral intensity into Mild intensity. Starting at 14th level Prophetic Glimpses feature. The amount of additional uses
you can also change into Intense and at 18th level into is equal to the Boon value of your Astral Guidance dream
Memorable intensity. for that day.
Additionally, whenever you use your Astral Guidance and
have a dream of Mild or higher intensity, you gain an Lord of Dreams
additional boon. This boon must be chosen at 3rd level and When you reach 18th level, you can summon to your
cannot be change later. Choose your boon from one of the service the most horrifying entity you have witnessed in
following. your travels to the Transient Planes, the queen of
Nightmare. When you activate your Astral Guidance Nightmares, the Night Terror. Once per long rest, you can
boon, enemies within 15 feet of you have a penalty to spend an action to summon the Night Terror. It has its own
saving throws against being frightened equal to twice the initiative count and is generally hostile to all other
boon value for the duration of the boon. creatures besides you.It does not obey your direct
Bliss. When you activate your Astral Guidance boon, commands, but can sense your general intentions. It
enemies within 15 feet of you have a penalty to saving understands which creatures you consider hostile and will
throws against being charmed equal to twice the boon become hostile to them, but will not be careful about other
value for the duration of the boon. creatures who are not you. Whenever the Night Terror
forces creatures in a certain area to make a saving throw,
any creature who is not you must make that saving throw,
even if they are friendly to you.

The Dreamwalker by u/RomulusFirepants


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Dream Step
Night Terror At 3rd level when you choose this Dream, you can disrupt
the minds of your enemies whenever you use your dream
Large fiend, neutral evil form to teleport. After switching positions with your dream
Armor Class 15
form, you can force any creature within 5 feet of you to
Hit Points 95 (10d10 + 40)
make a Wisdom saving throw, suffering 1d6 psychic
Speed 60ft., fly 90ft. damage on a failure.
You can use this feature a number of times per day equal
to your Wisdom modifier.
STR DEX CON INT WIS CHA When you reach 11th level, you deal an additional
20 17 18 12 (+1) 15 (+2) 17 (+3) amount of 1d6 psychic damage equal to your Astral
(+5) (+3) (+4) Guidance Boon Value modifier of that day.
Saving Throws Dex +6,Wis +5, Cha +6 Sleep Medium
Skills Intimidation +6, Insight +4, Stealth +6 Starting at 7th level your experience with the Transient
Condition Immunities charmed, frightened and Planes increases your control over your dream form. When
poisoned you control your dream form while asleep, you gain the
Damage Immunities fire following benefits:
Senses blindsight 30ft., darkvision 120ft., passive
Perception 12 You can have it freely teleport to any location you
Languages telepathy; understands Abyssal, already know instead of moving there through normal
Common, Infernal and Fey means. If you wake up while your dream form is further
Challenge 7 (2900 XP) than 30 feet away from you, it instantly teleport to any
space within that distance from you.
Confer Fire Resistance. The Night Terror can grant You can communicate with any sleeping creature that
resistance to fire damage to anyone riding it. your dream form is touching as if you were using the
dream spell.
Illumination. The Night Terror sheds bright light in While your dream form is touching another creature,
a 20-foot radius and dim light for an additional you can have that creature be able to see and hear as if
20 feet. they were in your space.
Nightmarish Aura. The Night Terror has a 30-foot
flaming aura swirling with horrific visages in the Ethereal Gate
flames. Any creature who begins their turn within Beginning at 11th level, whenever you are about to switch
this aura or first enters it during their turn must positions with your dream form, you you can now instead
make a DC 13 Wisdom saving throw, suffering 9 use one of the following options:
(2d6+2) fire and psychic damage on a failure and
half on a success. You can choose to have another willing creature within
5 feet of you that you can touch switch positions with
Actions your dream form instead of you.
Multiattack. The Night Terror makes two attacks You can bring with you other creatures within 5 feet of
with its hooves. you that you can touch. You can only bring a number of
Hooves. Melee Weapon Attack: +8 to hit, reach creatures equal to the highest spell slot level you
5ft., one target. Hit 14 (2d8 + 5) bludgeoning currently have. When you choose to do this, you spend a
and 7 (2d6) fire damage. spell slot equal to the number of people you bring with
you. Those creatures will teleport to any space of your
Dissonant Scream (3/day). The Night Terror
releases a horrifying screech which affects the
choosing within 5 feet of the space you switched
souls of mortals. Targets of its choice within 30
positions to.
feet must make a DC 13 Wisdom saving throw,
becoming frightened on a failure. Creatures can Subconcious Layers
repeat the saving throw at the beginning of each At 14th level, you can have two different dream forms
of their following turns to end this effect on itself summoned at the same time. Both of these dream forms
on a success. share the same maximum movement per turn.
Ethereal Stride. The Night Terror and up to five Additionally, you no longer need to be asleep to grant
willing creatures within 5 feet of it magically another creature the ability to see and hear from your
enter the Ethereal Plane from the Material Plane, location as per your Sleep Medium feature.
or vice versa.
Split Personality
When you reach 18th level, your constant travels to the
Transient Planes have melded a majority of your conscious
Projective Dream mind into your dream form, granting it some
independence.
The dream form is but a fickle representation of its caster Your dream form gains its own turn right after you,
upon the Material Plane. The Projective Dream makes that remaining under your control.
representation progressively more vivid and powerful. During your dream form's turn, you do not need to spend
a bonus action to command it to move and you can still cast
spells from its location, while still using your own senses to
do it.
The Dreamwalker by u/RomulusFirepants
5
Lucid Dream As an action, or as a reaction when you roll initiative, you
conjure a small distortion in space at a point within 30 feet
Some dreamwalkers enjoy the sensation of travelling of you that you can see. The entrance can have any shape
between planes. Travellers of this dream prefer to weaken and size you wish, but it must fit within a 5-foot cube. If the
the boundaries between the planes and bring this entrance takes any magical damage, it crumbles and
sensations to everyone in their surroundings whether they vanishes in a puff of smoke.
like it to or not. On the other side of the entrance, you can see a small
secluded portion of the Ethereal Plane which at 11th level
Reality Marble appears to be a 30-foot cube. Due to the burden of
When you choose this dream at 3rd level you start your manipulating the Ethereal Plane, the atmosphere inside
path towards melding the Transient and Material Planes. the seclusion is comfortable and dry while the entrance is
As long as you are within 20 feet of your dream form, you conjured, and for 10 minutes afterward, at which point it
can spend an action to create a 20-foot aura of distortions becomes inhospitable until the entrance is conjured again.
around your dream form. This aura lasts for 1 minute or After 1 minute, the entrance disappears, and any creatures
until you dispel you dream form in any way or leave its or objects inside the seclusion remain trapped there, as the
range. Your dream form cannot move while you are using it door also disappears from the other side. If this feature is
as the origin for your Reality Marble, and you cannot used from inside the seclusion, the entrance appears
switch positions with it. where it was last conjured, and the door reappears within
Your Reality Marble can have several effects depending the seclusion.
on the nature of the last dream you had. Whenever you use You can use this feature twice, and expended uses are
your Astral Guidance feature, you must choose the effect replenished at the end of a short or long rest.
that your Reality Marble will display until you use that Additionally, you gain the following option for your
feature again. At 3rd level you can use the two following Reality Marble feature:
effects:
When you cast your Reality Marble you can grant
Whenever a creature first enters the aura or starts their resistance to one damage type of your choice to any
turn inside it, you can have it make a Wisdom saving creature inside it. The damage type must be chosen
throw. On a failure, the aura is considered difficult when you cast your Reality Marble and can change with
terrain for that creature. A creature can repeat the each time you cast it.
saving throw at the start of each of its turns, ending the
effect on itself on a success. Palpable Mind
You gain a pool of Hit Points equal to your Wisdom At 14th level, your connection with the volatility of the
modifier times your proficiency bonus which you can Transient Planes allow you to mold items into existence
use to heal your allies. Whenever a creature first enters from your imagination.
the aura or starts their turn inside it, you can restore an You can spend 1 action trying to recreate an item you
amount of Hit Points to that creature up to the have seen before. In order to do this you must be inside
maximum amount remaining in the pool. your Reality Marble. The conjured item is non-magical,
even if the original item was magical. It cannot be worth
You can use this feature a number of times equal to your any more than 100gp and trying to use it as a component
Wisdom modifier per long rest and your dream form for any spells will cause the casting of that spell to fail as if
cannot move in any way while you are using it. a wrong component was used for it. If you leave your
Whenever your Astral Guidance feature grants you a Reality Marble, the conjured item instantly disappears.
dream Boon, the range of this aura is increased by 5 feet You can place the conjured item inside your Pocket
times the Boon value for the rest of the day. Additionally, Dream seclusion and it will remain there even after your
the range of this aura permanently increases by 5 feet at Reality Marble dissipates. Unless you bring the conjured
7th, 11th, 14th and 18th levels. item out of your Pokect Dream seclusion inside another
Reality Marble, it will instantly dissipate.
Communal Rest You can use this feature once per short rest.
Starting at 7th level, when you use your Circadian Mastery
feature, you can choose a number of willing creatures up to Avatar of Transience
your Wisdom modifier within 30 feet of you to share the Starting at 18th level, you become a living door to the
effects of your chosen type of sleep. Transient Planes, slowly dragging your enemies out of the
Also, whenever you have a dream of Mild, Intense or Material Plane. You gaining the following benefits:
Memorable intensity through your Astral Guidance feature,
you can use your Prophetic Glimpses feature an additional If you use your Reality Marble feature while in the same
amount of times equal to your Dream Boon value for that space as your dream form, you can have your Reality
day. You can grant the benefits of your Prophetic Glimpses Marble be cast with you as its origin. If you do, it lasts
feature to any creature within 10 feet of you or your dream for 1 minute or until you lose your concentration (as if
form. you were concentrating on a spell).
Additionally, you can now choose the following option for The range of your Ethereal Pull feature is now the same
your Reality Marble feature: as the range of your Reality Marble.
Whenever a creature fails 3 Wisdom saving throws
Whenever an unconscious creature is making death against the effects of your Reality Marble, they instantly
saving throws inside the Reality Marble, you can have become unconscious as if affected by a sleep spell.
them make them with advantage.
Pocket Dream
When you reach 11th level, you learn how to create a small
entrance to a portion of the Ethereal Plane.
The Dreamwalker by u/RomulusFirepants
6
Once per long rest when you cast your Reality Marble,
you can choose additional options to take effect inside
it. You cannot choose an option that is already in effect.
If you choose to do this, roll a d4 at the start of each of
your turn that the Reality Marble is active. If you roll a
number equal to or lower than the amount of options
you have chosen for that Reality Marble, summon a
Nightmare creature inside it which is hostile to
everyone (your DM has the statistics for this creature).

Dreamwalker Silent Image 3rd level Dimension Door


Sleep Bestow Curse Evard's Black Tentacles
Spells Thunderwave Hallucinatory Terrain
Blink
Unseen Servant Catnap Mordenkainen's Private
1st level Clairvoyance Sanctum
Arms of Hadar 2nd level Conjure Animals Phantasmal Killer
Bane Aid Daylight Summon Greater Demon
Cause Fear Augury Enemies Abound
Comprehend Languages Blindness/Deafness Fear 5th level
Detect Magic Blur Fly Conjure Elemental
Dissonant Whispers Crown of Madness Hunger of Hadar Dream
Earth Tremor Darkness Phantom Steed Far Step
Entangle Healing Spirit Sending Hold Monster
Faerie Fire Invisibility Summon Lesser Demons Infernal Calling
Find Familiar Mind Spike Thunder Step Legend Lore
Fog Cloud Mirror Image Maelstrom
Guiding Bolt Misty Step 4th level Passwall
Healing Word Pass Without a Trace Banishment Rary's Telepathic Bond
Hex Phantasmal Force Blight Scrying
Mage Armor Rope Trick Charm Monster Synaptic Static
Shield Shatter Conjure Minor Elementals Teleportation Circle
Silence Conjure Woodland Beings

The Dreamwalker by u/RomulusFirepants


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