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Dream Walking Powers

    Pierce the Veil
  • Effect: Roll a d20. On a roll of 11 - 20 the roll critically succeeds. On a roll of 1-10 the roll critically fails. This maniuplation can be performed once per long rest. 
    Dreamstride  
  • Effect: The Dream Walker briefly becomes ethereal, allowing them to pass through objects or difficult terrain for 1 turn. Recharges after a short or long rest.
  Lucid Clarity:   
  • Effect: When the Dream Walker is affected by charm, illusion, or fear, roll a d4. On a 3 or 4, break free from the effect. Can be performed once per long rest.
    Glimpse Beyond  
  • Effect: Roll a d6. On a 5 or 6, the Dream Walker glimpses a potential future, giving them advantage on their next attack, saving throw, or ability check. This effect can be performed once per long rest and should they succeed lasts for 8 hours. 
    Distort Sound   
  • Effect: The Dream Walker can warp sounds within 30 feet, creating illusory noises to distract enemies and lasts up to 1 minute. The player gains advantage on their next stealth check. 
      Sense the Threads
  • Effect: Roll a d4. On a 3 or 4, detect hidden magical forces or objects, seeing faint threads of magic. This effect acts as if the player has cast Detect Magic and has a number of charges equal to their proficiency bonus.
  • Prerequisite: Pierce the Veil
  B. Veil's Intuition Effect: The Dream Walker gains proficiency in Insight and Investigation, allowing them to sense lies or secrets naturally. Prerequisite: Sense the Threads   Dreamstride (Movement and Reality Bending)   A. Phasewalker Effect: The Dream Walker can shift between material and ethereal planes for a brief moment, allowing them to teleport up to 30 feet as a bonus action. Prerequisite: Dreamstride   B. Tangible Dreams Effect: The Dream Walker can alter the form of small, non-living objects they pass through, reshaping them slightly. Prerequisite: Dreamstride   Lucid Clarity (Mental and Protective)   A. Mental Fortress Effect: Gain advantage on saving throws against mind-altering effects (charm, fear, possession) for 1 minute. Prerequisite: Lucid Clarity   B. Dream Shield Effect: The Dream Walker can create a protective aura for 1 minute that grants resistance to physical damage to them or an ally within 10 feet. Prerequisite: Lucid Clarity   Glimpse Beyond (Dream Warrior Path)   A. Waking Strike Effect: After a successful attack, roll a d4. On a 3 or 4, deal an additional 2d6 psychic damage. Prerequisite: Glimpse Beyond   B. Foresight Strike Effect: Gain advantage on your next melee or ranged attack as the Dream Walker glimpses the immediate future. Prerequisite: Glimpse Beyond   Distort Sound (Illusion and Disruption)   A. Echoing Illusions Effect: Implant illusory sounds into the minds of enemies, causing them to hear distracting whispers or commands giving them disadvantage on their attacks for up to 1 minute. Prerequisite: Distort Sound   B. Sonic Distortion Effect: Manipulate sounds to create sonic waves that disrupt concentration, forcing a concentration check on nearby enemies. Prerequisite: Distort Sound   Tier 3 Abilities (Specializations Following Tier 2)   1. Pierce the Veil Path: Reality Control and Disruption   A. Sense the Threads Path   Tangle the Threads Effect: Roll a d4 after interacting with a magical force. On a 3 or 4, you can disrupt or weaken it, temporarily disabling spells or enchantments. Prerequisite: Sense the Threads   Tear the Veil Effect: Once per long rest, you can attempt to tear a hole in the dream world to reveal something hidden or alter a nearby illusion. Prerequisite: Sense the Threads   B. Veil's Intuition Path   Mind of the Veil Effect: Gain proficiency in all Wisdom-based skills and gain expertise in Insight or Investigation. Prerequisite: Veil's Intuition   Truth Unveiled Effect: Once per long rest, automatically see through a magical illusion or mental deception within 30 feet. Prerequisite: Veil's Intuition   2. Dreamstride Path: Movement and Reality Bending   A. Phasewalker Path Ethereal Step Effect: Gain the ability to become invisible while moving through objects or creatures while ethereal. Prerequisite: Phasewalker   Dreamsight Shift Effect: When you teleport with Phasewalker, gain darkvision and see invisible creatures for 1 minute. Prerequisite: Phasewalker   B. Tangible Dreams Path   Shaper of Dreams Effect: You can alter the appearance of small, non-living objects within 60 feet permanently, allowing you to craft illusions of solid objects. Prerequisite: Tangible Dreams   Solidify the Dream Effect: Once per long rest, you can make a dream-created object or illusion permanently real for 10 minutes. Prerequisite: Tangible Dreams   3. Lucid Clarity Path: Mental and Protective   A. Mental Fortress Path   Indomitable Mind Effect: You can reroll failed saving throws against mental effects once per long rest. Prerequisite: Mental Fortress   Psionic Reflection Effect: After a successful mental defense, you can reflect psychic damage back to the attacker. Prerequisite: Mental Fortress   B. Dream Shield Path   Shield of Dreams Effect: The Dream Walker can project a shield around them that gives allies within 10 feet advantage on saving throws against magical effects. Prerequisite: Dream Shield     Psychic Ward Effect: Once per long rest, create a shield that nullifies all psychic damage in a 30-foot radius for 1 minute. Prerequisite: Dream Shield   4. Glimpse Beyond Path: Dream Warrior Specialization   A. Waking Strike Path   Nightmare Strike Effect: After a successful attack, roll a d4. On a 3 or 4, the target must succeed on a Wisdom saving throw or be frightened for 1 minute. Prerequisite: Waking Strike     Mind Shatter Strike Effect: Roll a d6 after an attack. On a 5 or 6, the attack disrupts the target’s mind, dealing an additional 3d6 psychic damage and causing them to be stunned for 1 round. Prerequisite: Waking Strike   B. Foresight Strike Path   Blindsight Assault Effect: For 1 minute, the Dream Walker gains blindsight within 30 feet, making them immune to invisibility and darkness. Prerequisite: Foresight Strike   Precognitive Defense Effect: After rolling for initiative, gain advantage on all Dexterity saving throws and reactions for 1 minute. Prerequisite: Foresight Strike   5. Distort Sound Path: Illusion and Disruption   A. Echoing Illusions Path   Nightmarish Whispers Effect: Roll a d6. On a 5 or 6, implant a fear-inducing sound in a target’s mind, causing them to be frightened for 1 minute. Prerequisite: Echoing Illusions   Deceptive Echoes Effect: Once per long rest, create illusory duplicates of yourself within 30 feet that confuse attackers, imposing disadvantage on attacks against you. Prerequisite: Echoing Illusions   B. Sonic Distortion Path   Resonance Pulse Effect: Create a pulse of sound that forces all creatures within 10 feet to make a Constitution saving throw or be deafened and disoriented for 1 round. Prerequisite: Sonic Distortion     Sonic Shockwave Effect: Release a sonic shockwave, dealing 3d6 thunder damage to enemies within a 15-foot cone and forcing them to make a Constitution saving throw or be knocked prone. Prerequisite: Sonic Distortion

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