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The Dream Shifter

1. Dream Shifters have formed a symbiotic bond with mystical creatures called Eidolons from the realm of dreams, allowing them to manifest their Eidolon's surreal features in the real world. 2. Each Dream Shifter's bond with their Eidolon was forged during a very personal "Dream of Origin," which helps define their relationship and abilities. 3. Being linked to an Eidolon subtly influences how Dream Shifters perceive reality, as their Eidolon may communicate with or allow them to see things differently. This can leave them seeming a bit strange to others.

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0% found this document useful (1 vote)
243 views15 pages

The Dream Shifter

1. Dream Shifters have formed a symbiotic bond with mystical creatures called Eidolons from the realm of dreams, allowing them to manifest their Eidolon's surreal features in the real world. 2. Each Dream Shifter's bond with their Eidolon was forged during a very personal "Dream of Origin," which helps define their relationship and abilities. 3. Being linked to an Eidolon subtly influences how Dream Shifters perceive reality, as their Eidolon may communicate with or allow them to see things differently. This can leave them seeming a bit strange to others.

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© © All Rights Reserved
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Class: Dream Shifter Dream of Origin

CULTISTS DRAG AN UNARMED HUMAN WARRIOR BE- THE BOND BETWEEN YOU AND YOUR EIDOLON WAS FORGED DURING
FORE AN ALTAR, ONE MORE SACRIFICE FOR THE BLOOD A DREAM OF ORIGIN. THIS DREAM WAS DEFINED BY THE SAME
GOD. IN THE BLINK OF AN EYE THE HUMAN’S HANDS TRANSFORM THOUGHTS AND EMOTIONS AS YOUR EIDOLON’S FORM. IT IS WHERE
INTO BEAR CLAWS AND HIS SKIN INTO FEATHERS AND FLAMES. PAN- YOU FIRST MET YOUR EIDOLON AND MARKED THE BEGINNING OF
ICKED THE CULTISTS FLEE DEEPER INTO THE TEMPLE AS THE SURREAL YOUR RELATIONSHIP. MOST DREAM SHIFTERS NEVER FULLY UNDER-
CREATURE RISES AND GIVES CHASE. STAND THE MEANING OF THIS DREAM. EXPLORING ITS MEANING IS
OUT OF BREATH AN ELF STOPS RUNNING AND CLOSES HER EYES. OFTEN THE INITIAL MOTIVATION FOR A DREAM SHIFTER TO GO ON AD-
HER MIND DIVES INTO A SEA OF LONG-FORGOTTEN DREAMS. ONCE VENTURES. USUALLY, THIS DREAM IS VERY PERSONAL, ONLY TO BE
SHE HAD DREAMED OF FIRE AND ASH, A DREAM SO REAL SHE COULD SHARED WITH THE CLOSEST OF FRIENDS.
STILL FEEL THE HEAT ON HER SKIN. AS SHE OPENS HER EYES AGAIN, WHAT WAS YOUR DREAM OF ORIGIN? THIS CHOICE MIGHT HELP
THE GIANT ICE LIZARD HAS ALMOST CAUGHT UP TO HER. CALMLY SHE YOU DECIDE FOR A SUBCLASS.
LIFTS A HAND AND WITH A ROAR THE FLAMES SPRING FORTH.
BETWEEN THE SMOLDERING REMAINS OF A FARM STANDS A DREAM (NIGHTMARE EIDOLON)
DWARF, HIS BODY COMPOSED OF SHIMMERING CRYSTALS. HE EX- d6 Dream
AMINES A SMALL, WOODEN TOY, THE LAST PUZZLE PIECE TO THE 1 That you have to helplessly watch while innocents are mur-
dered.
MYSTERY OF AN OLD QUEEN’S GREED. AS THE DWARF LEAVES THIS
MEMORY, THE FARM FADES AWAY. 2 That a monstrous creature is searching you, hunting you.
DREAM SHIFTERS HAVE A SPECIAL CONNECTION TO THE REALM OF 3 That you are afflicted with a horrifying disease or curse.
DREAMS. TO BE A DREAM SHIFTER MEANS TO EMBRACE ASPECTS 4 That you are caught in a coming war.
OF ONESELF ONE CAN NEITHER UNDERSTAND NOR CONTROL, TO TRANS-
5 That you are in the middle of an impending, magical catas-
FORM AND BRING THEM TO THE SURFACE. THIS MAGIC ALLOWS trophe.
DREAM SHIFTERS TO OVERCOME INNER AND OUTER LIMITATIONS AND
6 That a terrible event in your past would repeat itself.
TO DIVE DEEP INTO THE MYSTERIES OF THE WORLD.
DREAM (HARMONY EIDOLON)
Fantastic Fusion
d6 Dream
EACH DREAM SHIFTER HAS ENTERED A SYMBIOSIS WITH AN EIDO- 1 That you returned to your childhood home as it was when
LON, AN UNSTABLE SHAPESHIFTER FROM THE DREAM REALM. THIS you were young.
LINK ALLOWS THEM TO MANIFEST THE EIDOLON’S SURREAL FEATURES 2 That a person you lost has miraculously reappeared.
IN THE MATERIAL WORLD. DEPENDING ON THEIR EIDOLON A DREAM
3 That you found your destiny, the place where you belong.
SHIFTER CAN BE A HORRIFYING MONSTER OR A SOOTHING PRESENCE.
EVEN THOUGH THEIR MANIFESTATIONS ARE HARD TO CONTROL, 4 That a terrible event in your past never happened.
DREAM SHIFTERS HAVE LEARNED TO USE THEM AS A MEANS OF SUR- 5 That you became a part of the natural world - an animal, a
VIVAL AND CHANNEL THEM INTO THEIR OWN KIND OF MAGIC. plant, a mountain or a river.
6 That a great conflict or tension in your world would finally
come to an end.
Confronting the Subconscious
DREAMERS WHO VISIT THE DREAM REALM FIND A PLACE OF CON- DREAM (WONDER EIDOLON)
STANT CHANGE. THERE, SHAPESHIFTERS CALLED EIDOLONS FEED ON d6 Dream
THEIR EXCESS PSYCHIC ENERGIES. THEY TAKE THE FORM OF THE 1 That you had an entirely different life that ended when you
DREAMER'S FEARS, MEMORIES, AND WISHES CONFRONTING THEM woke up.
WITH THEIR OWN SUBCONSCIOUS. 2 That you created an unparalleled piece of art.
IN RARE CASES AN EIDOLON CONNECTS PERMANENTLY TO THE
3 That you traveled through time.
DREAMER'S MIND, CREATING A SYMBIOTIC BOND BETWEEN THE
TWO. THE DREAMER STARTS MATERIALIZING THEIR OWN THOUGHTS 4 That you lived on a different plane of existence.
AS SURREAL FEATURES OUTSIDE OF THE DREAM REALM, BECOMING 5 That you were a god free to do whatever you wanted.
A DREAM SHIFTER. 6 That you traveled far from home exploring a strange new
NOT EVERYONE WHO CREATES SUCH A BOND LEARNS TO CONTROL continent
THESE MANIFESTATIONS, BUT THOSE WHO DO ARE USUALLY LED
AWAY FROM CIVILIZATION. THEY EMBRACE THE CHAOS THEIR EIDO- Twisted Reality
LON HAS BROUGHT TO THE SURFACE AND USE THEIR POWER TO WAN-
BEING LINKED TO A CREATURE FROM THE DREAM REALM HAS A SUB-
DER FREE.
TLE BUT SIGNIFICANT INFLUENCE ON HOW YOU PERCEIVE REALITY.
IN A WORLD WHERE THE LINES ARE ALREADY DRAWN, AND THE
YOUR EIDOLON MIGHT DIRECTLY SPEAK TO YOU, LET YOU SEE OR
SIDES ARE CHOSEN DREAM SHIFTERS STAND IN AS CHAMPIONS OF
HEAR THINGS THAT ARE NOT REALLY THERE. DEPENDING ON YOUR RE-
THE CONTRADICTORY AND IRRATIONAL. AS WITH THEMSELVES, THINGS
LATIONSHIP WITH YOUR EIDOLON YOU MIGHT REACT DIFFERENTLY TO
ARE SELDOM AS THEY SEEM. THERE IS ALWAYS A SECOND LAYER
THOSE INPUTS. BUT NO MATTER HOW A DREAM SHIFTER DEALS WITH
WORTH ANOTHER LOOK, SOMETHING UNEXPECTED THAT IS WAITING
THIS CIRCUMSTANCE, IT USUALLY LEAVES THEM A BIT WEIRD.
TO HAPPEN.
IN WHAT WAY DOES YOUR EIDOLON TRY TO INFLUENCE YOUR PER-
CEPTION OF THE WORLD? THIS CHOICE MIGHT HELP YOU DECIDE FOR
A SUBCLASS.


2
INFLUENCE (NIGHTMARE EIDOLON) MYTH (NIGHTMARE EIDOLON)
d6 Influence d6 Myth
1 Your eidolon is a cold, unfeeling voice in your head, ration- 1 That you are the cursed soul of a local noble who can’t
ally deciding about life and death. pass on.
2 When you feel threatened your Eidolon lets you hear unset- 2 That you are an evil fey who eats children who don’t re-
tling whispers. spect their parents.
3 Your eidolon is an irrational and fearful echo in your 3 That you are an ill omen and bestow a curse on anyone
thoughts, warning you of any possible dangers who sees you.
4 Sometimes you see a specific, dark omen, a message from 4 That you are a creature from another world stranded on
your eidolon that misfortune could strike at any moment. this plane.
5 Your eidolon sometimes encourages you to start unneces- 5 That you are a living weapon created by an evil wizard.
sary conflicts.
6 That you are the embodiment of a certain god’s judgment.
6 Your eidolon sometimes comes up with ideas on how to
scare people.
MYTH (HARMONY EIDOLON)
INFLUENCE (HARMONY EIDOLON) d6 Myth
d6 Influence 1 That you bring peaceful dreams to children across the
land.
1 Your eidolon tries to highlight the positive in any situation.
2 That you are a fey who brings gifts to selfless people.
2 When you’re calm your eidolon lets you hear soft back-
ground music. 3 That seeing you is a sign of coming fortune and luck.
3 Your eidolon tries to get you to get involved with any con- 4 That you are the guardian of a beautiful spot in nature.
flict you encounter.
5 That you are a piece of art that came alive.
4 Sometimes you see a bright aura around people your eido-
lon likes. 6 That you were the embodiment of a certain god’s mercy.
5 Your eidolon sometimes wants you to decorate the places
you come by. MYTH (WONDER EIDOLON)
6 Your eidolon sometimes gives you ideas, on how you could d6 Myth
compliment people. 1 That you are a Djinn that can make wishes come true if
they are formulated correctly.
INFLUENCE (WONDER EIDOLON) 2 That you are a fey who plays pranks on the high and
d6 Influence haughty.
1 Your eidolon challenges your courage to do unusual things. 3 That you are the herald of coming change.
2 When you feel bored your Eidolon lets you hear the cry of a 4 That you are an anomaly in the magical weave of the world.
bird in the distance as a call to get out of the situation.
5 That you were created in a magical accident.
3 Your eidolon shows you new and unnecessary ways to do
mundane tasks. 6 That you are the embodiment of a certain god’s mischief.
4 There is a specific plant or animal only you can see because
it is an illusion created for you by your eidolon. Creating a Dream Shifter
5 Your eidolon sometimes encourages you to look behind WHEN CREATING A DREAM SHIFTER, THINK ABOUT THE PROCESS YOU
locked doors.
WENT THROUGH BETWEEN CONNECTING TO YOUR EIDOLON AND SET-
6 Your eidolon sometimes narrates your life as if it were a
great tale. TING OUT ON YOUR ADVENTURE.
DREAM SHIFTERS ARE NEITHER BORN NOR TRAINED. THEIR CREA-
TION IS ALWAYS RANDOM AND UNEXPECTED. HOW DID YOU START
Mythical Explanation
EXPLORING YOUR NEWFOUND ABILITIES? DID YOU TRY TO KEEP
MANIFESTING AN EIDOLON’S FEATURES TURNS A DREAM SHIFTER INTO THEM A SECRET OR DID YOU OPENLY USE THEM? DID YOUR TRANS-
SOMETHING STRANGE AND UNIQUE. PEOPLE WHO HAVE ENCOUN- FORMATION END UP LEADING YOU TO A LIFE OF ADVENTURE OR WAS
TERED ONE MIGHT HAVE A HARD TIME IDENTIFYING WHAT THEY THERE ANOTHER CAUSE?
HAVE SEEN. IT’S NOT UNUSUAL THAT A DREAM SHIFTER WHO SPENDS HOW IS YOUR RELATIONSHIP WITH YOUR EIDOLON? DO YOU RE-
SOME TIME AROUND THE SAME AREA LEAVES BEHIND A MYTH THAT GARD IT AS A FRIEND OR AS A SOURCE OF POWER YOU HAVE TO SUB-
EXPLAINS THEIR APPEARANCE. ONE SUCH MYTH MIGHT HAVE JUGATE? HOW EASY OR DIFFICULT IS THE COMMUNICATION BE-
STUCK AROUND AND SEEMS TO FOLLOW YOU WHEREVER YOU GO. TWEEN THE TWO OF YOU? IN WHAT WAYS DO YOU FEEL LIKE YOU ARE
WHAT IS THIS MYTH THAT HAS GROWN AROUND YOU AND HOW DID SIMILAR AND IN WHAT WAYS DIFFERENT?
IT COME TO BE? THIS CHOICE MIGHT HELP YOU DECIDE FOR A SUB- HOW DO YOU INTERPRET THE DREAM THAT CONNECTED YOU TO
CLASS. YOUR EIDOLON? ARE THERE PARTS YOU DON’T UNDERSTAND? WHAT
EXPERIENCE MIGHT HAVE CAUSED THAT INITIAL DREAM?

Quick Build
YOU CAN MAKE A DREAM SHIFTER QUICKLY BY FOLLOWING THESE
SUGGESTIONS. FIRST, WISDOM SHOULD BE YOUR HIGHEST ABILITY
SCORE, FOLLOWED BY STRENGTH AND CONSTITUTION. SECOND,
CHOOSE THE HERMIT BACKGROUND. THIRD, CHOOSE NIGHTMARE
EIDOLON AS YOUR EIDOLON FORM.

3
Optional Rule: Multiclassing THE DREAM SHIFTER
IF YOUR GROUP USES THE OPTIONAL RULE ON MULTICLASSING IN THE Level Proficiency Features
PLAYER’S HANDBOOK, THERE’S WHAT YOU NEED TO KNOW IF YOU Bonus
CHOOSE DREAM SHIFTER AS ONE OF YOUR CLASSES. 1st +2 Dream Shape, Eidolon Form
ABILITY SCORE MINIMUM. AS A MULTICLASS CHARACTER, YOU 2nd +2 Lucid Rest, Reveries
MUST HAVE AT LEAST A WISDOM SCORE OF 13 AND A STRENGTH
3rd +2 Eidolon Form Feature
SCORE OF 13 TO TAKE A LEVEL IN THIS CLASS. OR TO TAKE A LEVEL IN
ANOTHER CLASS IF YOU ARE ALREADY A DREAM SHIFTER. 4th +2 Ability Score Improvement
PROFICIENCIES GAINED. IF DREAM SHIFTER ISN’T YOUR INITIAL 5th +3 Extra Attack, Reveries (improvement)
CLASS, HERE ARE THE PROFICIENCIES YOU GAIN WHEN YOU TAKE 6th +3 Eidolon Form Feature
YOUR FIRST LEVEL AS A DREAM SHIFTER: LIGHT ARMOR AND MEDIUM
7th +3 Backdoor
ARMOR.
8th +3 Ability Score Improvement

Class Features 9th +4 Reveries (improvement)


AS A DREAM SHIFTER, YOU GAIN THE FOLLOWING CLASS FEATURES 10th +4 Eidolon Form Feature
11th +4 Dream Shape (Anomaly)
Hit Points
12th +4 Ability Score Improvement
HIT DICE: 1D10 PER DREAM SHIFTER LEVEL
HIT POINTS AT 1ST LEVEL: 10 + YOUR CONSTITUTION MODIFIER 13th +5 Reveries (improvement)
HIT POINTS AT HIGHER LEVELS: 1D10 (OR 6) + YOUR CONSTITUTION 14th +5 Eidolon Form Feature
MODIFIER PER DREAM SHIFTER LEVEL AFTER 1ST 15th +5 Intertwined Mind
16th +5 Ability Score Improvement
Proficiencies
ARMOR: LIGHT ARMOR 17th +6 Reveries (improvement)
WEAPONS: SIMPLE WEAPONS, IMPROVISED WEAPONS 18th +6 Dream Shape (Anomaly)
TOOLS: NONE 19th +6 Ability Score Improvement
SAVING THROWS: INTELLIGENCE, WISDOM
20th +6 Dream Realized
SKILLS: CHOOSE TWO FROM ATHLETICS, HISTORY, INSIGHT, INVESTI-
GATION, PERCEPTION, AND SURVIVAL
Assigning Dream Points
YOUR DREAM SHAPE IS DEFINED BY BOTH, YOUR WILL AND THE
Equipment
UNPREDICTABLE INFLUENCE OF YOUR EIDOLON. AS CONSEQUENCE,
YOU START WITH THE FOLLOWING EQUIPMENT, IN ADDITION TO THE
YOUR DREAM POINTS ARE ASSIGNED EITHER FREELY OR RANDOMLY.
EQUIPMENT GRANTED BY YOUR BACKGROUND:
TO ASSIGN A DREAM POINT FREELY, CHOOSE A MANIFESTATION
FROM AMONG RESULTS 1-7 ON THE MANIFESTATIONS TABLE, AND
• (A) TWO HANDAXES OR (B) ANY SIMPLE WEAPON
ASSIGN THE DREAM POINT TO IT.
• (A) A COMPONENT POUCH OR (B) A DRUIDIC FOCUS
TO ASSIGN A DREAM POINT RANDOMLY, ROLL ON THE MANIFES-
• LEATHER ARMOR, AN EXPLORER’S PACK, AND A DAGGER.
TATIONS TABLE, AND ASSIGN THE DREAM POINT TO THE RESULTING
Dream Shape MANIFESTATION. WHEN ROLLING AN 8 ON THE MANIFESTATIONS TA-
BLE, ROLL ON THE ANOMALIES TABLE AND ASSIGN THE DREAM
STARTING AT 1ST LEVEL YOU CAN MAGICALLY ASSUME THE PHYSICAL POINT TO THE RESULTING ANOMALY INSTEAD.
FEATURES OF YOUR EIDOLON. THE APPEARANCE OF THESE FEATURES
IS DETERMINED BY YOUR SUBCLASS. Recovering your Dream Shape
YOU CAN RECHARGE YOUR DREAM SHAPE WHILE SLEEPING OR
Dream Points MEDITATING. WHEN YOU GAIN THIS FEATURE, ASSIGN HALF OF YOUR
AS THE LINK TO YOUR EIDOLON GROWS STRONGER, SO DOES YOUR DREAM POINTS (ROUNDED DOWN) FREELY AND THE REST RANDOMLY
DREAM SHAPE. THE POWER OF YOUR DREAM SHAPE IS REPRE- WHENEVER YOU FINISH A LONG REST, YOU CAN RECOVER YOUR
SENTED BY DREAM POINTS. YOU HAVE A NUMBER OF DREAM DREAM SHAPE. TO DO SO, UNASSIGN ALL OF YOUR DREAM POINTS.
POINTS EQUAL TO YOUR DREAM SHIFTER LEVEL PLUS YOUR WISDOM THEN ASSIGN HALF OF YOUR DREAM POINTS (ROUNDED DOWN)
MODIFIER. FREELY AND THE REST RANDOMLY
STARTING AT 11TH LEVEL, WHEN RECOVERING YOUR DREAM
Manifestations and Anomalies SHAPE, YOU CAN CHOOSE ONE RESULT ON THE ANOMALIES TABLE
MANIFESTATIONS AND ANOMALIES ARE A SET OF FEATURES THAT ARE INSTEAD OF THE MANIFESTATIONS TABLE.
CONNECTED TO YOUR DREAM SHAPE. WHILE IT IS ACTIVE, EACH STARTING AT18TH LEVEL, YOU CAN CHOOSE AN ADDITIONAL RESULT
MANIFESTATION AND ANOMALY PROVIDES BENEFITS DEPENDING ON THE ANOMALIES TABLE.
ON THE NUMBER OF DREAM POINTS ASSIGNED TO IT. MANIFESTA-
TIONS PROVIDE BENEFITS AT 1,3 AND 6 DREAM POINTS, ANOMA- Assuming the Dream Shape
LIES AT 1 DREAM POINT. YOU FIND ALL MANIFESTATIONS, ANOMA- YOU CAN UNASSIGN A DREAM POINT TO ASSUME YOUR DREAM
LIES, AND THEIR DESCRIPTIONS IN THE “MANIFESTATIONS AND SHAPE AS A BONUS ACTION.
ANOMALIES” SECTIONS AT THE END OF THE CLASS’S DESCRIPTION. IT YOUR DREAM SHAPE LASTS FOR 10 MINUTES. IT ENDS EARLY IF
IS ADVISED TO USE A MANIFESTATION SHEET AS IT IS INCLUDED AT YOU ARE KNOCKED UNCONSCIOUS. YOU CAN ALSO END YOUR
THE END OF THIS DOCUMENT TO KEEP TRACK OF YOUR DREAM DREAM SHAPE ON YOUR TURN AS A BONUS ACTION.
POINTS, MANIFESTATIONS, AND ANOMALIES.

4
MANIFESTATIONS Respite
d8 Manifestation YOU CAN SPEND ONE HIT DIE. IF YOU DO, ROLL IT AND ADD YOUR
1 Floating Step CONSTITUTION MODIFIER TO THE RESULT. YOU REGAIN HIT POINTS
2 Phantasmal Weapons EQUAL TO THE TOTAL. YOU MAY SPEND AN ADDITIONAL HIT DIE AT
5TH, 11TH, AND 17TH LEVEL.
3 Elemental Assault
4 Hardened Surface Epiphany
5 Elusive Body YOU LEARN A CANTRIP FROM THE DREAM SHIFTER CANTRIP LIST. YOU
6 (See Subclass) FORGET IT AT THE END OF YOUR NEXT LONG REST.
WISDOM IS YOUR SPELLCASTING ABILITY FOR DREAM SHIFTER
7 (See Subclass)
SPELLS. YOU USE YOUR WISDOM WHENEVER A SPELL REFERS TO
8 Emerging Anomaly YOUR SPELLCASTING ABILITY. IN ADDITION, USE YOUR WISDOM
MODIFIER WHEN SETTING THE SAVING THROW DC FOR A DREAM
ANOMALIES SHIFTER SPELL YOU CAST AND WHEN MAKING AN ATTACK ROLL WITH
d20 Anomaly d20 Anomaly ONE.
1 Abstract 11 Nimble
2 Camouflage 12 Propelled SPELL SAVE DC = 8 + YOUR PROFICIENCY BONUS + YOUR WISDOM
MODIFIER.
3 Crackling 13 Padded
4 Deflecting 14 Pure SPELL ATTACK MODIFIER = YOUR PROFICIENCY BONUS + YOUR WIS-
5 Dynamic 15 Slippery DOM MODIFIER.
6 Elastic 16 Symbiotic
7 Fluid 17 Tenacious SPELLCASTING FOCUS YOU CAN USE A DRUIDIC FOCUS AS A SPELL-
CASTING FOCUS FOR YOUR DREAM SHIFTER SPELLS. WHILE YOUR
8 Focused 18 Versatile DREAM SHAPE IS ACTIVE, IT SERVES AS A SPELLCASTING FOCUS.
9 Glowing 19 Vicious
10 Irritating 20 Weightless Dream Shifter Cantrip List

CANTRIPS (0 LEVEL)
Eidolon Form control flames minor illusion
druidcraft ray of frost
AT 1ST LEVEL, CHOOSE WHAT FORM YOUR EIDOLON HAS TAKEN:
firebolt shape water
NIGHTMARE EIDOLON, HARMONY EIDOLON, OR WONDER EIDOLON, gust shocking grasp
ALL DETAILED AT THE END OF THE CLASS DESCRIPTION. THE EIDOLON mold earth thorn whip
FORM YOU CHOOSE GRANTS YOU FEATURES AT 1ST LEVEL AND AGAIN
AT 3RD, 6TH, 10TH, AND 14TH LEVEL.

Lucid Rest Ability Score Increase


BEGINNING AT 2ND LEVEL, YOUR EIDOLON GUIDES YOUR DREAMS WHEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH, 16TH, AND
AND IMPROVES YOUR RATE OF RECOVERY. WHEN YOU FINISH A LONG 19TH LEVEL, YOU CAN INCREASE ONE ABILITY SCORE OF YOUR CHOICE
REST, YOU REGAIN ALL HIT DICE ASSOCIATED WITH YOUR DREAM BY 2, OR YOU CAN INCREASE TWO ABILITY SCORES OF YOUR CHOICE
SHIFTER LEVEL. (YOU STILL ONLY GAIN HALF OF THE HIT DICE ASSOCI- BY 1. AS NORMAL, YOU CAN’T INCREASE AN ABILITY SCORE ABOVE
ATED WITH LEVELS YOU HAVE TAKEN IN OTHER CLASSES) 20 USING THIS FEATURE.
ADDITIONALLY, FINISHING A LONG REST REDUCES YOUR EXHAUS- USING THE OPTIONAL FEATS RULE, YOU CAN FORGO TAKING THIS
TION LEVEL BY 2 INSTEAD OF 1. FEATURE TO TAKE A FEAT OF YOUR CHOICE INSTEAD.

Reveries Extra Attack


STARTING AT 2ND LEVEL YOUR EIDOLON GRANTS YOU ACCESS TO YOUR BEGINNING AT 5TH LEVEL, YOU CAN ATTACK TWICE, INSTEAD OF
OWN SUBCONSCIOUS. WHENEVER YOU ACTIVATE YOUR DREAM ONCE, WHENEVER YOU TAKE THE ATTACK ACTION ON YOUR TURN.
SHAPE, YOU CAN USE TRANSFORMATION, RESPITE, OR EPIPHANY.
YOU CAN ALSO USE A BONUS ACTION AND UNASSIGN A DREAM Backdoor
POINT TO USE THIS FEATURE. IF YOU DO SO WHILE YOUR DREAM
SHAPE IS ACTIVE, THE REMAINING DURATION OF YOUR DREAM AT 7TH LEVEL YOU CAN SPEND 10 MINUTES TO DIVE INTO A CREA-
SHAPE INCREASES BY 10 MINUTES. TURE’S MEMORIES. CHOOSE A CREATURE WITHIN 10 FEET OF YOU
THAT IS EITHER SLEEPING OR UNCONSCIOUS. THE CREATURE MUST
Transformation MAKE A WISDOM SAVING THROW AGAINST YOUR SPELL SAVE DC.
UNASSIGN AN ASSIGNED DREAM POINT, THEN ASSIGN IT FREELY. ON A FAILED SAVE YOU CAN ASK THE TARGET A NUMBER OF QUES-
YOU CAN ASSIGN THE DREAM POINT TO THE SAME MANIFESTATION TIONS EQUAL TO YOUR WISDOM MODIFIER (AT LEAST ONE) AND THE
TO RE-CHOOSE ALL CHOICES WITHIN THAT MANIFESTATION SUCH AS TARGET HAS TO ANSWER TRUTHFULLY. FOR THE DURATION OF THIS FEA-
DAMAGE TYPES OR ABILITIES. YOU CAN UNASSIGN AND FREELY AS- TURE, THE TARGET CREATURE CANNOT WAKE UP THROUGH NATURAL
SIGN AN ADDITIONAL ASSIGNED DREAM POINT AT 5TH, 11TH, AND MEANS. ON A SUCCESSFUL SAVE THIS FEATURE DOES NOTHING.
17TH LEVEL. WHEN THE TARGETED CREATURE WAKES UP IT IS AWARE OF YOUR
ATTEMPT TO GAIN INFORMATION FROM IT AND WHETHER YOU SUC-
CEEDED.
5
ONCE YOU USE THIS FEATURE, YOU CAN’T USE IT AGAIN UNTIL YOU ADDITIONALLY, RESULTS 6 AND 7 OF YOUR MANIFESTATIONS TABLE
FINISH A LONG REST. STARTING AT 14TH LEVEL, YOU CAN USE IT ARE THE FOLLOWING:
TWICE BEFORE A LONG REST.
MANIFESTATIONS
Intertwined Mind d8 Manifestation
6 Inevitable
AT 15TH LEVEL THE BOND TO YOUR EIDOLON ALLOWS YOU TO DRAW
WISDOM FROM ITS OTHERWORLDLY MEMORIES. YOUR WISDOM 7 Unreal Might
SCORE INCREASES BY 2 AND YOUR MAXIMUM FOR WISDOM IS
NOW 22. ADDITIONALLY, YOU GAIN PROFICIENCY WITH THE INTIMIDATION
ADDITIONALLY, YOU ARE RESISTANT TO PSYCHIC DAMAGE. SKILL AND WHILE YOUR DREAM SHAPE IS ACTIVE, YOU HAVE AD-
VANTAGE ON CHARISMA (INTIMIDATION) CHECKS.
Dream Realized
Frightening Transformation
AT 20TH LEVEL THE FUSION OF YOU AND YOUR EIDOLON IS COMPLETE. AT 3RD LEVEL, YOUR TRANSFORMATIONS CAUSE A SURGE OF DREAM
THIS MIGHT CAUSE SLIGHT CHANGES IN YOUR PERSONALITY. YOU MAGIC THAT WARPS YOUR BODY TEMPORARILY. WHENEVER YOU
GAIN THE FOLLOWING FEATURES: USE TRANSFORMATION, EACH OF YOUR ATTACKS DEAL 1D6 ADDI-
TIONAL DAMAGE UNTIL THE END OF THAT TURN.
• WHEN RECOVERING YOUR DREAM SHAPE, YOU CAN ASSIGN ALL STARTING AT 5TH LEVEL WHENEVER YOU USE TRANSFORMATION,
OF YOUR DREAM POINTS FREELY. CHOOSE A CREATURE YOU CAN SEE WITHIN 20 FEET. THE TARGET
MUST SUCCEED ON A WISDOM SAVING THROW AGAINST YOUR SPELL
• YOUR DREAM SHAPE ONLY ENDS WHEN YOU CHOOSE TO END SAVE DC OR BECOME FRIGHTENED OF YOU UNTIL THE BEGINNING OF
IT. YOUR NEXT TURN. THIS FEATURE HAS NO EFFECT ON CREATURES THAT
CAN'T SEE YOU.
Eidolon Form STARTING AT 9TH LEVEL, YOUR ATTACKS DEAL 1D8 ADDITIONAL
DAMAGE UNTIL THE END OF THAT TURN INSTEAD OF 1D6.
THE FORM OF YOUR EIDOLON DEPENDS ON THE THOUGHTS IT HAS
STARTING AT 13TH LEVEL YOU CAN CHOOSE ANY NUMBER OF CREA-
ABSORBED FROM YOU THROUGH YOUR EXCESS PSYCHIC ENERGY.
TURES WITHIN 20 FEET INSTEAD OF ONE.
STARTING AT 17TH LEVEL, YOUR ATTACKS DEAL 1D10 ADDITIONAL
Nightmare Eidolon DAMAGE UNTIL THE END OF THAT TURN INSTEAD OF 1D8.
NIGHTMARE EIDOLONS ARE USUALLY SHAPED BY ANXIETY AND PAR-
ANOIA. THROUGH THE LINK TO A NIGHTMARE EIDOLON, DREAM Personal Terror
SHIFTERS GAIN THE STRENGTH TO FACE THEIR FEARS. THEY SPEND STARTING AT 6TH LEVEL YOU CAN SINGLE OUT A CREATURE BY BE-
THEIR LIVES EXPLORING THE DARK PLACES OF THEIR WORLD. THEY COMING ITS NIGHTMARE. AS A BONUS ACTION, YOU CAN CHOOSE A
ACTIVELY HUNT DANGEROUS CREATURES, DELIBERATELY PUTTING CREATURE YOU CAN SEE WITHIN 60 FEET AND BECOME INVISIBLE TO
THEMSELVES INTO DANGEROUS SITUATIONS JUST TO LEARN FROM THE EVERY OTHER CREATURE FOR 1 MINUTE. THIS EFFECT ENDS IF THE
EXPERIENCE AND BECOME PHYSICALLY AND MENTALLY STRONGER. TARGET IS EVER MORE THAN 60 FEET FROM YOU AT THE END OF YOUR
TURN, IF YOU DEAL DAMAGE TO ANY CREATURE THAT IS NOT THE TAR-
Manifested Horror GET OR IF YOU USE THIS FEATURE AGAIN. YOU CAN CHOOSE TO END
YOUR LINK TO A NIGHTMARE EIDOLON GIVES YOUR DREAM SHAPE THIS EFFECT AS A BONUS ACTION.
A FRIGHTENING APPEARANCE. ROLL ON THE HORROR THEMES TABLE YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE
TO DETERMINE ITS VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL.
COMBINE TWO. YOU MAY ALSO COME UP WITH A NEW ONE.
Profound Courage
HORROR THEMES AT 10TH LEVEL YOU GAIN A DEEPER UNDERSTANDING OF FEAR. YOUR
d6 Appearance PROFICIENCY BONUS FOR YOUR CHARISMA (INTIMIDATE) CHECKS IS
1 Long-limbed and made up of black smoke DOUBLED.
ADDITIONALLY, YOU CAN'T BE FRIGHTENED.
2 Predatory animals melded together
3 Twisted, warped, and mutated flesh Anomalous Mutation
4 A cruel construct of steel and steam STARTING AT 14TH LEVEL YOU ACHIEVE A NEW LEVEL OF CONTROL
5 Alien anatomy and an unusual number of eyes OVER YOUR DREAM SHAPE. WHEN USING TRANSFORMATION, YOU
CAN CHOOSE RESULTS ON THE ANOMALIES TABLE INSTEAD OF THE
6 A roaring, elemental force MANIFESTATIONS TABLE.

YOUR MANIFESTATIONS AND ANOMALIES ALSO ASSUME THIS VIS- Harmony Eidolon
UAL THEME. YOUR DREAM SHAPE IS OBVIOUSLY MAGICAL AND
CANNOT BE USED TO DISGUISE. YOUR BASIC FORM STAYS THE SAME; HARMONY EIDOLONS ARE USUALLY SHAPED BY NOSTALGIC AND
IF YOU’RE BIPEDAL, YOU CAN’T USE YOUR DREAM SHAPE TO BE- IDYLLIC MEMORIES. THROUGH THE LINK TO A HARMONY EIDOLON,
COME QUADRUPEDAL, FOR INSTANCE. DREAM SHIFTERS GAIN THE ABILITY TO PERSEVERE IN DIFFICULT SITU-
ATIONS. THEY BECOME THE EYE OF THE STORM, A SAFE REFUGE IN
A JUDGMENTAL WORLD. THEY SEE TO THE CORE OF CONFLICTS AND
RESOLVE THEM. TO THESE DREAM SHIFTERS, EVERYTHING HAS ITS
PLACE IN THE WORLD, GIVEN THE CIRCUMSTANCES.

6
Manifested Grace Dream Bringer’s Touch
YOUR LINK TO A HARMONY EIDOLON GIVES YOUR DREAM SHAPE STARTING AT 6TH LEVEL YOU CAN PLANT SOOTHING IMAGES INTO THE
A CAPTIVATING APPEARANCE. ROLL ON THE GRACE THEMES TABLE MINDS OF YOUR ALLIES. AS AN ACTION, YOU CAN TOUCH A WILLING
TO DETERMINE ITS VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR CREATURE AND RESTORE UP TO TWO OF ITS HIT DICE.
COMBINE TWO. YOU MAY ALSO COME UP WITH A NEW ONE. YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE
IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL.
GRACE THEMES
d6 Appearance Profound Peace
1 Colorful brush strokes forming a body AT 10TH LEVEL YOU GAIN A DEEP UNDERSTANDING OF INNER BAL-
ANCE. YOUR PROFICIENCY BONUS FOR YOUR CHARISMA (PERSUA-
2 Exotic animals melded together
SION) CHECKS IS DOUBLED.
3 Flowers, vines, and leaves ADDITIONALLY, YOU CAN'T BE CHARMED.
4 A humanoid musical instrument
5 A flawless anatomical statue Group Therapy
STARTING AT 14TH YOU CAN CONNECT DIFFERENT MINDS TO CREATE
6 Shimmering crystals and gems
A SHARED DREAM. WHENEVER YOU USE RESPITE, ANY OTHER CREA-
TURE BEING TARGETED BY RESPITE CAN USE THEIR REACTION TO
YOUR MANIFESTATIONS AND ANOMALIES ALSO ASSUME THIS VIS- SPEND A HIT DIE. IF THE CREATURE DOES, THAT CREATURE ROLLS THE
UAL THEME. YOUR DREAM SHAPE IS OBVIOUSLY MAGICAL AND DIE AND ADDS ITS CONSTITUTION MODIFIER TO THE RESULT. ADD
CANNOT BE USED TO DISGUISE. YOUR BASIC FORM STAYS THE SAME; THE TOTAL TO THE NUMBER OF HIT POINTS REGAINED BY ALL TARGETS
IF YOU’RE BIPEDAL, YOU CAN’T USE YOUR DREAM SHAPE TO BE- OF RESPITE.
COME QUADRUPEDAL, FOR INSTANCE.
ADDITIONALLY, RESULTS 6 AND 7 OF YOUR MANIFESTATIONS TABLE
Wonder Eidolon
ARE THE FOLLOWING:
WONDER EIDOLONS ARE USUALLY SHAPED BY HOPES AND WISHES.
MANIFESTATIONS THROUGH THE LINK TO A WONDER EIDOLON, DREAM SHIFTERS RE-
d8 Manifestation CONNECT WITH THEIR INNER CHILD. TO THEM REALITY IS RELATIVE,
6 Sublime AND THEY WARP IT TO OVERCOME ANY OBSTACLE. THEY WALK INTO
UNCHARTED LANDS AND DESCENDING INTO BOTTOMLESS PITS JUST
7 Mind Roots
TO FIND A NEW SIDE OF THE WORLD AND THEMSELVES.

ADDITIONALLY, YOU GAIN PROFICIENCY WITH THE PERSUASION Manifested Mystery


SKILL AND WHILE YOUR DREAM SHAPE IS ACTIVE, YOU HAVE AD- YOUR LINK TO A WONDER EIDOLON GIVES YOUR DREAM SHAPE A
VANTAGE ON CHARISMA (PERSUASION) CHECKS. MYSTERIOUS APPEARANCE. ROLL ON THE MYSTERY THEMES TABLE
TO DETERMINE ITS VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR
Shared Respite
COMBINE TWO. YOU MAY ALSO COME UP WITH A NEW ONE.
STARTING AT 3RD LEVEL YOU CAN SHARE THE RESTORING QUALITIES
OF YOUR DREAMS WITH OTHERS THROUGH A VEIL OF DREAM MAGIC. MYSTERY THEMES
WHEN USING RESPITE, YOU CAN CHOOSE ANOTHER WILLING CREA- d6 Appearance
TURE YOU CAN SEE WITHIN 5 FEET. THAT CREATURE REGAINS THE
1 Constellations of symbols forming a body
SAME NUMBER OF HIT POINTS. THIS FEATURE HAS NO EFFECT ON
UNDEAD OR CONSTRUCTS. 2 Chitinous insect features
STARTING AT 5TH LEVEL WHENEVER ANOTHER CREATURE BECOMES 3 Layers of fabrics veiling a being beneath
THE TARGET OF RESPITE, ATTACK ROLLS AGAINST THAT CREATURE ARE 4 A faceless mannequin
MADE WITH DISADVANTAGE UNTIL THE BEGINNING OF YOUR NEXT
5 Geometric shapes and polygons of steel or stone
TURN.
STARTING AT 9TH LEVEL INSTEAD OF CHOOSING ONE WILLING CREA- 6 A statue made of an unknown element
TURE WITHIN 5 FEET, YOU CAN CHOOSE UP TO TWO WILLING CREA-
TURES YOU CAN SEE WITHIN 10 FEET. THOSE CREATURES REGAIN YOUR MANIFESTATIONS AND ANOMALIES ALSO ASSUME THIS VIS-
THE SAME NUMBER OF HIT POINTS. UAL THEME. YOUR DREAM SHAPE IS OBVIOUSLY MAGICAL AND
STARTING AT 13TH LEVEL WHENEVER ANOTHER CREATURE BE- CANNOT BE USED TO DISGUISE. YOUR BASIC FORM STAYS THE SAME;
COMES THE TARGET OF RESPITE, IT HAS ADVANTAGE ON ABILITY IF YOU’RE BIPEDAL, YOU CAN’T USE YOUR DREAM SHAPE TO BE-
CHECKS AND SAVING THROWS UNTIL THE BEGINNING OF YOUR NEXT COME QUADRUPEDAL, FOR INSTANCE.
TURN. ADDITIONALLY, RESULTS 6 AND 7 OF YOUR MANIFESTATIONS TABLE
STARTING AT 17TH LEVEL INSTEAD OF TWO FRIENDLY CREATURES, ARE THE FOLLOWING:
YOU CAN CHOOSE UP TO THREE FRIENDLY CREATURES YOU CAN SEE
WITHIN 20 FEET. THOSE CREATURES REGAIN THE SAME NUMBER OF MANIFESTATIONS
HIT POINTS. d8 Manifestation
6 Arcane Battery
7 Wide Eyed

ADDITIONALLY, YOU GAIN PROFICIENCY WITH THE DECEPTION SKILL


AND WHILE YOUR DREAM SHAPE IS ACTIVE, YOU HAVE ADVANTAGE
ON CHARISMA (DECEPTION) CHECKS.
7
Revelation Profound Enigma
STARTING AT 3RD LEVEL YOU CAN DIG DEEPER INTO YOUR SUBCON- AT 10TH LEVEL YOU GAIN A NEW LEVEL OF CONTROL OVER THE WAY
SCIOUS TO LEARN MORE DIFFICULT SPELLS. WHEN USING EPIPHANY, YOU ARE PERCEIVED BY OTHERS. YOUR PROFICIENCY BONUS FOR
YOU CAN GET A 1ST-LEVEL SPELL SLOT AND LEARN A SPELL OF THE YOUR CHARISMA (DECEPTION) CHECKS IS DOUBLED.
SAME LEVEL OR LOWER FROM THE WONDER EIDOLON SPELL LIST IN- ADDITIONALLY, YOU CAN'T BE TARGETED BY ANY DIVINATION
STEAD OF LEARNING A CANTRIP. YOU FORGET THIS SPELL WHEN YOU MAGIC OR PERCEIVED THROUGH MAGICAL SCRYING SENSORS AND
FINISH A LONG REST. YOU CAN’T GAIN MORE THAN TWO SPELL SLOTS YOU ARE IMMUNE TO ANY EFFECT THAT WOULD SENSE YOUR EMO-
OF THE SAME SPELL LEVEL PER LONG REST USING THIS FEATURE. TIONS OR READ YOUR THOUGHTS.
TO CAST ONE OF THESE SPELLS, YOU MUST EXPEND A SLOT OF THE
SPELL'S LEVEL OR HIGHER. YOU LOSE ALL SPELL SLOTS WHEN YOU FIN- Reality Warp
ISH A LONG REST. FOR EXAMPLE, IF YOU KNOW THE 1ST-LEVEL STARTING AT 6TH LEVEL YOU GAIN A LIMITED ABILITY TO WARP REALITY
SPELL CHAOS BOLT AND HAVE A 1ST-LEVEL AND A 2ND-LEVEL SPELL AS IN A DREAM. AS AN ACTION, YOU CAN EXPEND ONE SPELL SLOT
SLOT AVAILABLE, YOU CAN CAST CHAOS BOLT USING EITHER SLOT. TO CAST A SPELL. CHOOSE THIS SPELL FROM ANY CLASS, INCLUDING
STARTING AT 5TH LEVEL YOU MAY GET A 2ND-LEVEL SPELL SLOT OR THIS ONE. A SPELL YOU CHOOSE MUST BE OF THE SAME LEVEL AS
TWO 1ST-LEVEL SPELL SLOTS INSTEAD. THE SPELL SLOT SPENT, MUST HAVE A CASTING TIME OF ONE ACTION
STARTING AT 9TH LEVEL YOU MAY GET A 3RD-LEVEL SPELL SLOT OR AND CAN'T CONSUME MATERIAL COMPONENTS. THE CHOSEN SPELL
TWO 2ND-LEVEL SPELL SLOTS INSTEAD. COUNTS AS A DREAM SHIFTER SPELL FOR YOU.
STARTING AT 13TH LEVEL YOU MAY GET A 4TH-LEVEL SPELL SLOT OR YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE
TWO 3RD-LEVEL SPELL SLOTS INSTEAD. IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL.
STARTING AT 17TH LEVEL YOU MAY GET A 5TH-LEVEL SPELL SLOT OR
TWO 4TH-LEVEL SPELL SLOTS INSTEAD. Inspiring Find
STARTING AT 14TH LEVEL YOU CAN LEARN SPELLS YOU HAVE RECENTLY
Wonder Eidolon Spell List WITNESSED. WHEN YOU USE EPIPHANY, YOU CAN CHOOSE ANY
SPELL YOU WITNESSED BEING CAST WITHIN THE LAST HOUR. YOU
1ST LEVEL 3RD LEVEL
MUST HAVE WITNESSED ALL COMPONENTS OF THE SPELL. SPELL
absorb elements call lightning LEVEL REQUIREMENTS STILL APPLY. THE CHOSEN SPELL COUNTS AS A
earth tremor catnap DREAM SHIFTER SPELL FOR YOU.
entangle erupting earth
faerie fire
feather fall
fly
haste
Manifestations and
fog cloud major image Anomalies
goodberry plant growth
heroism slow MANIFESTATIONS AND ANOMALIES ARE A SET OF FEATURES THAT ARE
ice knife tidal wave CONNECTED TO YOUR DREAM SHAPE. WHILE YOUR DREAM SHAPE
jump water walk IS ACTIVE, EACH OF THEM PROVIDES BENEFITS DEPENDING ON THE
longstrider NUMBER OF DREAM POINTS ASSIGNED TO IT. CHOICES SUCH AS
shield 4TH LEVEL DAMAGE TYPES ARE MADE WHENEVER YOU ASSIGN A DREAM
silent image POINT TO THE ASSOCIATED MANIFESTATION.
dimension door
sleep
greater invisibility
sudden awakening Manifestations
hallucinatory terrain
thunder wave
ice storm MANIFESTATIONS PROVIDE BENEFITS AT 1,3 AND 6 DREAM POINTS
phantasmal killer
2ND LEVEL 1) Floating Step
polymorph
blur storm sphere YOU GAIN A PHYSICAL FEATURE THAT IMPROVES YOUR MOVEMENT
darkness wall of fire SPEED AND YOUR BODY SEEMS TO IGNORE THE LAWS OF PHYSICS.
dust devil
flaming sphere Points Effect
5TH LEVEL
invisibility 1 Your walking speed is increased by 10 feet.
animate objects
levitate 3 Your walking speed is increased by an additional 10 feet
awaken and your rate of descent while falling slows to 60 feet
misty step per round. You take no falling damage.
dream
phantasmal force
far step 6 You can move across liquids and up, down, and across
shatter vertical surfaces and upside down along ceilings, while
reincarnate leaving your hands free. You gain a climbing speed equal
skywrite
seeming to your walking speed.
spider climb
warding wind

8
2) Phantasmal Weapons 6) Inevitable (Nightmare Eidolon)
YOUR ARMS AND HANDS BECOME VICIOUS WEAPONS. YOU GAIN THE ABILITY TO ATTACK WITH LETHAL ACCURACY.
Points Effect Points Effect
1 Choose bludgeoning, piercing or slashing damage. Your 1 After making an attack roll as part of a melee attack, be-
unarmed attacks deal 1d6 damage of the chosen type fore the result is announced, you can use your reaction
and count as magical for the sake of overcoming re- to add 3 to the total.
sistance and immunity to nonmagical attacks. When
you use the Attack action, you can make one unarmed 3 Instead, you can use your reaction to treat your d20 roll
strike as a bonus action but without adding your as a 17.
Strength modifier to the damage roll.
3 Your unarmed attacks deal 1d8 damage of the chosen 6 Instead, you can use your reaction to treat your d20 roll
type instead of 1d6. Additionally, when you use the At- as a 20.
tack action, you can make one unarmed strike as a bo-
nus action. 7) Unreal Might (Nightmare Eidolon)
6 Your unarmed attacks deal 1d10 damage of the chosen YOUR ABILITY TO EXCEL AT PHYSICAL TASKS IMPROVES.
type instead of 1d8. Additionally, you can attack twice,
instead of once, whenever you take the Attack action on
your turn. If you have the Extra Attack feature, you can Points Effect
attack three times instead.
1 Dragging, climbing, and swimming doesn’t cost you ad-
ditional movement.
3) Elemental Assault
3 You have advantage on Strength (Athletics) checks.
YOU BECOME INFUSED WITH ELEMENTAL ENERGIES.
6 When successfully shoving a creature, you can instead
throw it up to 20 feet and knock it prone.
Points Effect
1 Choose cold, fire, or lightning damage. The first time 6) Sublime (Harmony Eidolon)
you hit a creature with a melee attack on each turn, you
can deal 1d6 of the chosen damage type to that crea- YOU GAIN PHYSICAL FEATURES THAT HELP YOU GETTING OUT OF DIFFI-
ture. This damage is separate from the attack damage. CULT SITUATIONS.
3 Instead, you can deal 2d6 of the chosen damage type to
that creature and up to one other creature within 5 feet Points Effect
of that creature. You can choose psychic damage as the
damage type. 1 Choose an Ability. You have advantage on saving throws
6 Instead you can deal 3d6 of the chosen damage type to using the chosen Ability.
that creature and any number of creatures within 10 3 Choose two additional Abilities. You have advantage on
feet of that creature. You can choose force damage as saving throws using the chosen Abilities.
the damage type.
6 You have advantage on all saving throws including death
saving throws.
4) Hardened Surface
YOU GAIN A PROTECTIVE LAYER AROUND YOUR BODY.
7) Mind Roots (Harmony Eidolon)
Points Effect YOUR GAIN A PHYSICAL FEATURE THAT CONNECTS YOU TO OTHER
CREATURES’ MINDS.
1 Your AC is 11 plus your Dexterity modifier to a maxi-
mum of +2 plus your Wisdom modifier.
Points Effect
3 Instead, your AC is 12 plus your Dexterity modifier to a
maximum of +2 plus your Wisdom modifier and dam- 1 You can speak telepathically to any creature you can see
age you take is reduced by a number equal to half your within 60 feet of you. You don’t need to share a lan-
Wisdom modifier rounded down. guage with the creature for it to understand you, but the
creature must be able to understand at least one lan-
6 Instead, your AC is 14 plus your Dexterity modifier to a guage. Additionally, as a bonus action, you can give a
maximum of +2 plus your Wisdom modifier and dam- creature within 60 feet of you the ability to speak tele-
age you take is reduced by a number equal to your Wis- pathically to you until the start of your next turn.
dom modifier.
3 You have advantage on Wisdom (Insight) checks.
5) Elusive Body 6 You can use a bonus action to learn the emotional state
of any creature you see within 60 feet.
YOU BECOME LESS VULNERABLE TO CERTAIN TYPES OF DAMAGE.

Points Effect 6) Arcane Battery (Wonder Eidolon)


YOU GAIN A PHYSICAL FEATURE THAT STORES MAGIC.
1 Choose bludgeoning, cold, fire, lightning, piercing, or
slashing damage. You have resistance to the chosen
damage type. Points Effect
3 Choose two additional damage types from among these 1 Whenever you make a Constitution saving throw to
types. You have resistance to the chosen damage types. maintain concentration on a spell, you gain a bonus to
the saving throw equal to your Wisdom modifier.
6 Instead, you have resistance to all damage types except
psychic damage. 3 Whenever you spend a 2nd-level spell slot or higher to
cast a dream shifter spell, you get a 1st-level spell slot.
6 Whenever you spend a 3th-level spell slot or higher to
cast a dream shifter spell, you can get a 2nd-level spell
slot instead. Additionally, whenever you cast a spell that
requires concentration, its duration is doubled.

9
7) Wide-Eyed (Wonder Eidolon) 9) Glowing
YOU GAIN SENSES THAT SHOW YOU THE WORLD IN A WHOLE NEW Points Effect
LIGHT. 1 You shed bright light in a 30-foot radius and dim light
for an additional 30 feet. You can end and restore this
effect as a bonus action.
Points Effect
1 You have blindsight out to 10 feet. 10) Irritating
3 You have advantage on Wisdom (Perception) checks. Points Effect
6 You have blindsight out to 30 feet and you see a faint 1 Whenever a creature hits you with a melee attack, you
aura around any visible creature or object that bears can use a reaction to deal psychic damage to that crea-
magic. ture equal to your Wisdom modifier.

8: Emerging Anomaly 11) Nimble


ROLL ON THE ANOMALIES TABLE AND ASSIGN THE DREAM POINT TO Points Effect
THE RESULTING ANOMALY INSTEAD. 1 You can take the hide action as a bonus action.

Anomalies 12) Propelled


Points Effect
ANOMALIES PROVIDE BENEFITS AT 1 DREAM POINT.
1 You can take the dash action as a bonus action.
1) Abstract
Points Effect 13) Padded
Points Effect
1 You don't need to breathe. As an action you can draw
energy from the dream realm providing yourself with 1 You can use a bonus action to gain a number of tempo-
enough nourishment to sustain yourself for one day. rary hit points equal to your Wisdom modifier.

2) Camouflage 14) Pure


Points Effect Points Effect
1 You can use an action to become invisible. Anything you 1 You are immune to being blinded and deafened and you
are wearing or carrying is invisible as long as it is on your have advantage on saving throws against poison and
person. This effect ends when you attack, cast a spell or disease.
move.

3) Crackling 15) Slippery


Points Effect Points Effect
1 When you cast a cantrip, you can add your Wisdom 1 You can take the disengage action as a bonus action.
modifier to one damage roll.
16) Symbiotic
4) Deflecting Points Effect
Points Effect 1 You can take the help action as a bonus action.
1 Whenever you would be hit by a melee attack, you can
use your reaction to add 2 to your AC against that at-
tack. 17) Tenacious
Points Effect
5) Dynamic 1 Whenever you drop to 0 hit points, you get two suc-
Points Effect cessful death saving throws.
1 You are immune to being paralyzed and stunned and
magic can’t put you to sleep. 18) Versatile
Points Effect
6) Elastic 1 You can add half your Wisdom modifier, to any ability
Points Effect check you make that doesn’t already include your Wis-
dom modifier.
1 When you make a melee attack on your turn, your reach
is increased by 5 feet.
19) Vicious
Points Effect
7) Fluid
Points Effect 1 You score a critical hit on an 18, 19 or 20.
1 You are immune to being grappled and restrained and
you can move through a space as narrow as 1 inch wide 20) Weightless
without squeezing. Points Effect
1 You have a 10 foot flying speed and you can hover.
8) Focused
Points Effect
1 You gain a +2 bonus to attack rolls you make with un-
armed strikes.

10
How to play a Dream Activating Reveries
Shifter: A short guide WHEN YOU REACH 2ND LEVEL YOU GET REVERIES. THESE ABILITIES
WON’T WIN BATTLES BY THEMSELVES BUT USING THEM TO ADAPT TO
HERE’S A SHORT GUIDE TO HELP YOU NAVIGATE THROUGH THE COM- THE SITUATION GREATly INCREASES YOUR ODDS. YOU GET ONE ACTI-
PLEX MECHANICS OF THE DREAM SHIFTER. VATION WHENEVER YOU TRANSFORM. YOU CAN ALSO USE THEM AT
ANY OTHER TIME, IN OR OUT OF YOUR DREAM SHAPE BY UNASSIGN-
ING A DREAM POINT AND USING A BONUS ACTION.
Setting up your Dream Shifter
TRANSFORMATION IS USUALLY GOOD AT THE BEGINNING OF COM-
AT 1ST LEVEL, CHOOSE YOUR RACE AND BACKGROUND. THEN TAKE BAT IF ONE OF THE MANIFESTATIONS IS GOING TO MAKE A BIG DIF-
A LOOK AT THE DREAM SHIFTER SUBCLASSES AND CHOOSE THE ONE FERENCE IN THE COMING FIGHT, FOR EXAMPLE, GETTING RESISTANCE
THAT SEEMS MOST INTERESTING TO YOU. DEPENDING ON YOUR AGAINST A DAMAGE TYPE. OUT OF COMBAT, TRANSFORMATION CAN
CHOICE, DECIDE ON A VISUAL APPEARANCE THAT YOU ASSUME BE USED TO GET INCREASED MOVEMENT SPEED OR ADVANTAGE ON
WHILE YOU ARE TRANSFORMED AS DESCRIBED IN YOUR SUBCLASS. SKILL CHECKS.
THE DREAM SHIFTER LEAVES YOU A LOT OF CREATIVE LIBERTY HERE, RESPITE IS USEFUL WHEN BEING THROWN INTO COMBAT WITH AL-
SO YOU ARE FREE TO CHOOSE SOMETHING WILD AND WEIRD. READY MISSING HIT POINTS. OUTSIDE OF COMBAT RESPITE CAN
PRINT THE MANIFESTATION SHEET FOR YOUR SUBCLASS AND READ SERVE AS AN ALTERNATIVE TO A SHORT REST WHEN THERE IS NO
THROUGH ALL THE MANIFESTATIONS. THEY BECOME MORE POWER- TIME TO LOSE.
FUL THE MORE DREAM POINTS YOU ASSIGN TO EACH OF THEM. EPIPHANY CAN PROVIDE YOU WITH RANGED ATTACK OPTIONS
THEN CALCULATE THE NUMBER OF DREAM POINTS YOU HAVE. IT THROUGH CANTRIPS OR CAN GIVE YOU VITAL UTILITY CANTRIPS OUT OF
IS EQUAL TO YOUR DREAM SHIFTER LEVEL PLUS YOUR WISDOM MOD- COMBAT.
IFIER.
ASSIGN HALF OF YOUR DREAM POINTS ROUNDED DOWN TO MAN- Tips
IFESTATIONS, WHICH SEEM IMPORTANT FOR THE WAY YOU WOULD
LIKE TO PLAY THIS CHARACTER. TO DO SO, FILL THE CIRCLE THAT IS HERE ARE A FEW MORE GENERAL TIPS FOR WHEN PLAYING A DREAM
MARKED WITH A “1” NEXT TO THE MANIFESTATION’S NAME WITH A SHIFTER:
PENCIL. WHEN YOU ASSIGN A DREAM POINT TO A MANIFESTATION
THAT ALREADY HAS AN ASSIGNED DREAM POINT, MARK THE CIRCLE • THE MANIFESTATIONS ARE POWERFUL PASSIVE BONUSES AND
AROUND THE NEXT HIGHER NUMBER INSTEAD. TURN THE DREAM SHIFTER INTO A FEARSOME MELEE COMBAT-
THEN ASSIGN THE REST OF YOUR DREAM POINTS RANDOMLY. FOR ANT THAT CAN TAKE A FEW HITS AND EASILY RECOVER FROM IT.
EACH OF THEM, ROLL A D8 AND CHECK ON THE MANIFESTATIONS TA- THE WIDE ARRAY OF POSSIBILITIES GIVEN BY THE REVERIES CAN
BLE FOR THE MANIFESTATION THAT CORRESPONDS WITH THE ROLLED TEMPT A PLAYER TO SPEND THEIR DREAM POINTS IN SITUA-
RESULT. ASSIGN THE DREAM POINT TO THAT MANIFESTATION ON TIONS, WHERE IT DOESN’T REALLY MAKE THEM MORE EFFECTIVE,
YOUR MANIFESTATION SHEET. IF YOU ROLL AN 8, INSTEAD OF ASSIGN- LEAVING THE DREAM SHIFTER BURNT OUT AFTER JUST ONE OR
ING THE DREAM POINT TO THAT MANIFESTATION, ROLL A D20 ON THE TWO ENCOUNTERS.
ANOMALIES TABLE AND COPY THE NAME AND DESCRIPTION OF THE
RESULTING ANOMALY ONTO YOUR MANIFESTATION SHEET UNDER • IF YOU HAVE NO IDEA, HOW TO ROLE-PLAY A DREAM SHIFTER, THE
“ANOMALIES”. THEN ASSIGN THE DREAM POINT TO IT BY FILLING THEME OPENS ITSELF EASILY TO THE DAYDREAMER ARCHETYPE.
THE CIRCLE ABOVE THE ANOMALY’S NAME. YOU ARE NOW SET UP EXPECT THE IMPROBABLE, INTERPRET TOO MUCH, GIVE TOO
AND READY TO PLAY YOUR DREAM SHIFTER. MUCH ATTENTION TO UNIMPORTANT THINGS. THE NIGHTMARE
EIDOLON CAN BE A BIT PARANOID EXPECTING DANGER EVERY-
Activating your Dream Shape WHERE. THE HARMONY EIDOLON COULD GIVE SECOND
CHANCES TO PEOPLE WHO DON’T EVEN WANT THEM. THE WON-
TO GAIN THE BENEFITS OF YOUR MANIFESTATIONS, YOU HAVE TO EN- DER EIDOLON COULD ALWAYS BE MAKING UP STORIES ABOUT
TER YOUR DREAM SHAPE. YOU CAN UNASSIGN A DREAM POINT THE PLACES AND PEOPLE THE GROUP MEETS. TAKE INSPIRA-
AND USE A BONUS ACTION TO TRANSFORM INTO YOUR DREAM SHAPE. TION FROM CHARACTER OPTIONS AT THE BEGINNING OF THIS DOC-
TO UNASSIGN A DREAM POINT FROM A MANIFESTATION, ERASE A UMENT.
MARKED CIRCLE ON YOUR MANIFESTATION SHEET. REMEMBER
THAT THE BENEFITS PROVIDED BY MANIFESTATIONS DEPEND ON THE • IF YOU ARE TRYING TO FIND A GOOD VISUAL THEME FOR YOUR
DREAM POINTS ASSIGNED TO THEM, SO CHOOSE WISELY, WHICH DREAM SHAPE, THINK OF THE CHARACTER’S BACKSTORY AND GO
DREAM POINT TO UNASSIGN. THE DREAM SHAPE ONLY LASTS 10 FULL PSYCHOANALYST ON IT. YOUR SUBCLASS POTENTIALLY DE-
MINUTES IF YOU DON’T PROLONG IT WITH THE REVERIE FEATURE. FINES A STRONG EMOTIONAL THEME FOR YOUR CHARACTER. TAKE
A LOOK AT YOUR BACKGROUND. WHAT ARE THE MEMORIES THAT
Redistributing Dream Points HAVE SHAPED YOUR EIDOLON? WHERE WERE THOSE MEMO-
WHEN YOU FINISH A LONG REST, ERASE ALL DREAM POINTS FROM RIES CREATED? WHO WAS PRESENT? ARE THERE IMPORTANT OB-
YOUR MANIFESTATION SHEET. THEN AGAIN, YOU DISTRIBUTE HALF OF JECTS INVOLVED? ALL THESE THINGS CAN FEED INTO THE VISUAL
YOUR DREAM POINTS YOURSELF AND THE REST RANDOMLY BY ROLL- THEME OF YOUR DREAM SHAPE. TO CREATE A MORE SURREAL
ING ON THE MANIFESTATIONS TABLE. VISUAL, COMBINE TWO VISUAL THEMES THAT USUALLY DON’T FIT
TOGETHER INTO A TRULY UNIQUE DREAM SHAPE.

11
Credits The Spider Web Charm
THE TRINKET THAT APPEARS IN THE COVER ART AS WELL AS THE BACK-
GROUND IMAGES OF THIS DOCUMENT ARE BASED ON THE REAL-
WORLD DREAM CATCHER, SPIDER WEB CHARM OR ASABIKESHIINH.
THE OJIBWE PEOPLE (THE ORIGINAL INHABITANTS OF SOUTHERN
CANADA AND THE NORTHERN MIDWESTERN UNITED STATES) HAVE
PASSED ON THE STORY OF ITS ORIGINS THROUGHOUT THE GENERA-
TIONS. IT GOES SOMETHING LIKE THIS:

ASIBIKAASHI (SPIDER WOMAN) IS A POWERFUL AND WISE FIGURE.


SHE HELPED NANABOOZHO (A HEROIC TRICKSTER SPIRIT) TO BRING
THE DREAM SHIFTER WAS AUTHORED AND FORMATTED BY GIIZIS (THE SUN) TO THE PEOPLE OF THE LAND. SHE CARED FOR AND
WATCHED OVER THE OJIBWE PEOPLE AND PROTECTED THEM FROM
LUDIMIST - MARC WEGMANN
EVIL INFLUENCE AND BAD BAWEDJIGEWIN (DREAMS). IT CAME A
WWW.LUDIMIST.CH / [email protected] TIME WHEN IT BECAME IMPOSSIBLE FOR ASIBIKAASHI TO PROTECT
ALL THE OJIBWE BECAUSE THEY HAD SPREAD OUT, ALL OVER TURTLE
COVER ART BY ISLAND. (NORTH AMERICA) SO, SHE STARTED TEACHING THE ART OF
MAKING SPIDER WEB CHARMS: A HOOP, MADE OF RED WILLOW
JONATHAN MUNRO
AND SINEW REPRESENTING GIIZIS HOLDING A WEB MADE OF PLANT
WWW.JONATHANMUNROART.COM FIBER AND SOMETIMES FEATHERS HANGING FROM IT. THESE SPIDER
WEB CHARMS ARE HUNG ABOVE THE HEAD DURING THE NIGHT, USU-
ALLY ABOVE CHILDREN. THE HOLE IN THE MIDDLE ALLOWS POSITIVE
Special thanks to my Playtesters INFLUENCES AND GOOD BAWEDJIGEWIN TO SNEAK THROUGH THE
STRINGS AND FOLLOW THE FEATHERS DOWN TO THE SLEEPER. EVIL IN-
ALEX FLUENCES INCLUDING BAD BAWEDJIGEWIN ARE CAUGHT IN THE WEB
DEBORAH AND DESTROYED IN GIIZIS’ LIGHT AT DAWN.
FABIO
REMEMBER THIS STORY IF YOU PLAN ON INCLUDING DREAM CATCH-
FREDY ERS IN YOUR GAME.
GABRIEL
MAURICE
SARA
YANNICK

and to

THE /R/UNEARTHEDARCANA SUBREDDIT


/U/OVERDRIVE2000
/U/WILLIAM-GAUSS
/U/ZAETYA

DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST,


FORGOTTEN REALMS, RAVENLOFT, EBERRON, THE DRAGON
AMPERSAND, RAVNICA AND ALL OTHER WIZARDS OF THE COAST
PRODUCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS
OF WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES.

THIS WORK CONTAINS MATERIAL THAT IS COPYRIGHT WIZARDS OF


THE COAST AND/OR OTHER AUTHORS. SUCH MATERIAL IS USED WITH
PERMISSION UNDER THE COMMUNITY CONTENT AGREEMENT FOR
DUNGEON MASTERS GUILD.

ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2019 BY


LUDIMIST (MARC WEGMANN) AND PUBLISHED UNDER THE
COMMUNITY CONTENT AGREEMENT FOR DUNGEON MASTERS
GUILD.

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