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. |
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