BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Dream Shifter Manifestations

While your Dream Shape is active, your Manifestations and Anomalies provide you with benefits depending on the number of Points (Permanence Points plus Flexibility Points) you have assigned to them. When you assign a Point to a Manifestation, you can re-choose all choices within that Manifestation such as resistances or damage types.
 

1: Floating Step

You gain a physical feature that improves your movement speed and your body seems to ignore the laws of physics.
Points Effect
1 Your walking speed is increased by 10 feet.
3 Your walking speed is increased by an additional 10 feet and your rate of descent while falling slows to 60 feet per round. You take no falling damage.
6 You can move across liquids and up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You gain a climbing speed equal to your walking speed.

2: Phantasmal Weapons

Your arms and hands become vicious weapons.
Points Effect
1 Choose bludgeoning, piercing or slashing damage. Your unarmed attacks deal 1d6 damage of the chosen type and count as magical for the sake of overcoming resistance and immunity to nonmagical attacks. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action but without adding your Strength modifier to the damage roll.
3 Your unarmed attacks deal 1d8 damage of the chosen type instead of 1d6. Additionally, when using a bonus action to make an unarmed strike, you can add your Strength modifier to the damage roll.
6 Your unarmed attacks deal 1d10 damage of the chosen type instead of 1d8. Additionally, you have an extra attack when using the attack action on your turn.

3: Elemental Assault

You become charged with elemental energies.
Points Effect
1 Choose cold, fire, or lightning damage. Whenever you hit with an attack, add damage of the chosen type equal to half your Wisdom modifier rounded up to your damage roll.
3 Additionally, you can deal damage equal to your Wisdom modifier to a different creature within 5 feet of your target and you can choose psychic damage as the damage type.
6 Instead, you can deal that damage to up to three different creatures within 10 feet of your target and you can choose force damage as the damage type.

4: Hardened Surface

You gain a protective layer around your body.
Points Effect
1 Your AC is 11 plus your Dexterity modifier plus your Wisdom modifier.
3 Instead, your AC is 12 plus your Dexterity modifier plus your Wisdom modifier.
6 Instead, your AC is 14 plus your Dexterity modifier plus your Wisdom modifier.

5: Elusive Body

You gain physical features that reduce your vulnerability to certain types of damage
Points Effect
1 Choose bludgeoning, cold, fire, lightning, piercing, or slashing damage. You have resistance to the chosen damage type.
3 Choose two additional damage types from among these types. You have resistance to the chosen damage types.
6 Instead, you have resistance to all damage types except psychic damage.

6: Inevitable (Nightmare Eidolon)

You get a physical feature that lets you attack with lethal accuracy.
Points Effect
1 After making an attack roll as part of a melee attack, before the result is announced, you can use your reaction to add 3 to the total.
3 Instead, you can use your reaction to treat your d20 roll as a 17.
6 Instead, you can use your reaction to treat your d20 roll as a 20.

7: Unreal Might (Nightmare Eidolon)

Your ability to excel at physical tasks improves.
Points Effect
1 Dragging, climbing, and swimming doesn’t cost additional movement.
3 Additionally, you have advantage on Strength (Athletics) checks.
6 Additionally, when successfully shoving a creature, you can instead throw it up to 20 feet and knock it prone.

6: Sublime (Harmony Eidolon)

You gain physical features that help you getting out of difficult situations.
Points Effect
1 Choose an Ability. You have advantage on saving throws using the chosen Ability.
3 Choose two additional Abilities. You have advantage on saving throws using the chosen Abilities.
6 You have advantage on all saving throws including death saving throws.

7: Mind Roots (Harmony Eidolon)

Your gain a physical feature that connects you to other creatures’ minds.
Points Effect
1 You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language. Additionally, as a bonus action, you can give a creature within 60 feet of you the ability to speak telepathically to you until the start of your next turn.
3 Additionally, you have advantage on Wisdom (Insight) checks.
6 Additionally, you may know the emotional state of each creature you see within 60 feet.

6: Arcane Battery (Wonder Eidolon)

You gain a physical feature that absorbs magical energy.
Points Effect
1 Whenever you cast a spell of 2nd level or higher you get a 1st level spell slot. Additionally, whenever you take magical damage you can use your reaction to reduce that damage by a number equal to your Wisdom modifier.
3 Whenever you cast a 3rd level spell or higher you may get a 2nd level spell slot instead.
6 Whenever you cast a 4th level spell or higher you may get a 3rd level spell slot instead.

7: Wide-Eyed (Wonder Eidolon)

You gain new senses that open you up to the world.
Points Effect
1 You have blindsight out to 10 feet.
3 Additionally, you have advantage on Wisdom (Perception) checks.
6 Instead you have blindsight out to 30 feet and you see a faint aura around any visible creature or object that bears magic.

 

8: Emerging Anomaly

Roll a d20 on the Anomaly table. On a 1-19, assign a Flexibility Point to the resulting Anomaly and gain its benefits. On a 20 roll three times on the Manifestations table instead.
 
 
Anomalies
d20 Name Effect
1 Cute Your size is halved. You count as one size category smaller.
2 Monstrous Your size is doubled. You count as one size category larger.
3 Propelled You can take the dash action as a bonus action.
4 Slippery You can take the disengage action as a bonus action.
5 Symbiotic You can take the help action as a bonus action.
6 Nimble You can take the hide action as a bonus action.
7 Camouflage You get a bonus to your Dexterity (Stealth) checks equal to your Wisdom modifier.
8 Winged You have a 10 foot flying speed.
9 Independent You don't need to breathe. As an action you can draw energy from the dream realm providing yourself with enough nourishment to sustain yourself for one day.
10 Glowing You shed dim light in a 20 foot radius and you have disadvantage on Dexterity (Stealth) checks.
11 Versatile You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
12 Firm Your hit points and hit point maximum are increased by a number equal to your dream shifter level.
13 Padded Damage you take is reduced by a number equal to your proficiency bonus.
14 Fluid You are immune to being grappled and restrained. You can move through a space as narrow as 1 inch wide without squeezing.
15 Tenacious When you roll a success on a death saving throw, you become stable.
16 Crackling When you cast a cantrip, you can add your Wisdom modifier to the damage roll.
17 Vicious Your critical Range is 18-20.
18 Swift You get a bonus to initiative rolls equal to your Wisdom modifier and at the start of your first turn of each combat, your walking speed increases by 10 feet.
19 Aberrant When you make a melee attack on your turn, your reach is increased by 5 feet.
20 Fractals Roll three times on the Manifestations table.

 

Comments

Please Login in order to comment!