Dreamer

Either during conception or while in the womb, a spell was put upon your soul that forever changed you.

For as long as you can remember your dreams have been incredibly lucid and vivid, and when you engage in reverie a sense of the other accompanies you. Through the arcane arts you’ve unlocked some of this secret, learning more about the powers granted to you as your control over them grows.

Dream-Threading

At 1st level, you can influence dreams. You may choose up to three sentient creatures who are sleeping within 100 feet of you to have good dreams. You must choose at least as many creatures who are sleeping within range to have nightmares. You may not grant yourself good dreams. When a creature is the target of both good dreams and nightmares, the effects cancel one another.

If this is part of a short rest, good dreams grant a creature temporary hit points equal to your Charisma modifier, and if it spent any Hit Dice to recover hit points, add your Charisma modifier to the number of hit points regained. Nightmares impose disadvantage on the creature’s next Wisdom saving throw, and it expends 1 Hit Die without effect.

If this is part of a long rest, good dreams grant temporary hit points equal to one of the creature’s Hit Dice plus your Charisma modifier. Nightmares force the creature to reroll the first Wisdom or Charisma saving throw that it succeeds.

Somnium Orbs

At 6th level, you learn how to distill the stuff of dreams into orbs the size of your fist.

As an action, you can create a number of somnium orbs equal to your Charisma modifier (minimum 1). They last until you dismiss them as a bonus action on your turn or create more somnium orbs. Your somnium orbs have an AC equal to your spell save DC and hit points equal to your spell attack bonus.

As a bonus action, you can move your somnium orbs as if controlling them all with mage hand or command one or more somnium orbs to travel up to 30 feet in one direction. If you ram a somnium orb into a creature the somnium orb stops moving this turn. There is no limit to the distance a somnium orb can travel and you are able to see through a somnium orb even when you are on different planes of existence, but as an object without sentience they cannot navigate anywhere more specific than to return to you.

As an action, you can see and hear through one of your somnium orbs until the start of your next turn. While seeing through your somnium orb you gain darkvision 60 feet, and at 18th level you gain truesight.

During this time, you are deaf and blind with regard to your own senses, but are able to cast illusion spells and use Dream-Threading through a somnium orb you are seeing through.

Dream Telepathy

At 14th level, you can communicate telepathically with any creature you can see. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. In addition, you can cast dream without expending a spell slot as long as you can see your target. You can do so a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Dream Labyrinth

At 18th level, you learn the magnificent mansion spell. When you cast it, you may choose to make the duration permanent by placing your heart, mind, or soul into it. This permanent dream labyrinth has an entryway to the Material Plane in the place that you cast it and remains until a creature destroys the part of yourself sustaining the spell. While your dream labyrinth still stands you do not age, cannot suffer from frailty of old age, die from old age, or be aged magically.

As an action, you can teleport yourself and up to six creatures to your dream labyrinth (Charisma saving throw negates).

In addition, you can teleport yourself and creatures around your dream labyrinth if you are already inside of it.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.