The Dream Shifter
The Dream Shifter
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
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.
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.
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.
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.
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.
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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:
and to
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