Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| MOD | SAVE | ||
| INT | 9 | -1 | -1 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Magic Resistance. The waking dream has Advantage on saving throws against spells and other magical effects.
Somnophage. At the start of its turn, the waking dream gains a number of Temporary Hit Points equal to 5 times the number of creatures that have the Unconscious condition within 30 feet of it.
Multiattack. The waking dream makes two Nightmare Touch attacks.
Nightmare Touch. Melee Attack Roll: 1d20+6 to hit, reach 5 ft. Hit: 14 2d10+3 Psychic damage, and the target has the Frightened condition until the start of the waking dream's next turn.
Tendrils of Slumber (Recharge 5–6). The waking dream conjures spectral tentacles in a 20-foot Cube originating from a point on the ground the waking dream can see within 30 feet. The tendrils last for 1 minute or until the waking dream uses Tendrils of Slumber again. This area is Difficult Terrain. Wisdom Saving Throw: DC 14, each creature that enters the tendrils for the first time on a turn or starts its turn there (creatures immune to the Frightened condition succeed automatically). First Failure: 11 2d10 Psychic damage and the target has the Restrained condition. The target repeats the save at the start of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Unconscious condition instead of the Restrained condition. An Unconscious creature wakes up if it takes damage, leaves the area of the tentacles, or if another creature takes an action to wake it.
Dream Possession (Recharge 6). Charisma Saving Throw: DC 14, one Unconscious Humanoid the waking dream can see within 5 feet. Failure: The target is possessed by the waking dream; the waking dream disappears, and the target has the Unconscious condition for as long as it is possessed and loses control of its body. The waking dream now controls the body; the target has no awareness of the waking dream's actions. The waking dream can't be targeted by any attack, spell, or other effect, except ones that specifically target Aberrations. The waking dream's game statistics are the same, except it uses the possessed target's Speed and Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or the waking dream leaves as a Bonus Action. When the possession ends, the waking dream appears in an unoccupied space within 5 feet of the target, and the target is immune to this waking dream's Dream Possession for 24 hours. Success: The target is immune to this waking dream's Dream Possession for 24 hours.
Dream Jaunt. The waking dream teleports from the Material Plane to the Dreamlands or vice versa.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!