Draemons are a race of nightmares. In a dark environment they are able to manipulate the darkness to create nightmares in their opponents’ waking minds. The birth of the draemon species is yet another casualty of the unpredictability of the Magical Weave. Crollom, a human mage apprentice, was studying the causes of Dream-Night. He theorized that if you were able to enter a person’s dream, you could manipulate the dream to whatever results you desired. In effect, if you controlled a person’s dreams you controlled him. In an attempt to prove his theory, he waited until his master Dvlzre was asleep. Once Dvlzre was sleeping, Crollom cast a spell that enabled a part of his conscious mind to enter Dvlzre’s subconscious. Upon entering Dvlzre’s Dream-Night, he witnessed his own death at the hands of Dvlzre. Immediately understanding what his fate would be if Dvlzre had his wish, Crollom acted. He created an image of a creature that once scared him as a child in Dvlzre’s mind and killed the image of Dvlzre. Upon returning from his master’s dream, Crollom found himself staring at the remains of his master’s slaughtered body. However, Crollom never changed back to his human form and remained the Dream-Night creature that he himself feared the most. Thus, the first draemon was born.

Draemon naming conventions tend to focus on darkness, with different clans banding for protection.

Male Names: Ariro, Ekreus, Koszire, Nephmir, Salrut, Xarcis

Female Names: Belpione, Dortish, Mazes, Nithcria, Sarki, Shameia, Shaza

Family Names: Black, Dark, Dim, Eve, Gloom, Nightfall, Pitch, Twilight


  • Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.
  • Age. Draemons mature at the same rate as humans but live a few years longer.
  • Alignment. Draemons dwell in darkness, and evil is a ready temptation. The unstructured nature of dreams gives them chaotic tendencies.
  • Darkvision. Thanks to your draemon heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dream Walk. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
  • Languages. You can speak, read, and write Common.
  • Nightmare Shroud. Starting at 3rd level, you can use your action to unleash the dream energy within yourself, turning you into a horrific nightmare. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra psychic damage to one target when you deal damage to it with an attack or a spell. The extra psychic damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
  • Severed from Dreams. Draemon sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.
  • Size. Draemons are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
Section 15: Copyright Notice

5E RPG: Species of the Multiverse. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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