2 Class: Dream Shifter C ULTISTS DRAG AN UNARMED HUMAN WARRIOR BE- FORE AN ALTAR, ONE MORE SACRIFICE FOR THE BLOOD GOD. I N THE BLINK OF AN EYE THE HUMAN ’ S HANDS TRANSFORM INTO BEAR CLAWS AND HIS SKIN INTO FEATHERS AND FLAMES. P AN- ICKED THE CULTISTS FLEE DEEPER INTO THE TEMPLE AS THE SURREAL CREATURE RISES AND GIVES CHASE O UT OF BREATH A N ELF STOPS RUNNING AND CLOSES HER EYES H ER MIND DIV ES INTO A SEA OF LONG - FORGOTTEN DREAMS O NCE SHE HAD DREAMED OF FIRE AND ASH , A DREAM SO REAL SHE COULD STILL FEEL THE HEAT ON HER SKIN. A S SHE OPENS HER EYES AGAIN , THE GIANT ICE LIZARD HAS ALMOST CAUGHT UP TO HER C ALMLY SHE LIFTS A HAND AND WITH A ROAR THE FLAMES SPRING FORTH. B ETWEEN THE SMOLDERING REMAINS OF A FARM STANDS A DWARF, HIS BODY COMPOSED OF SHIMMERING CRYSTAL S H E EX- AMINES A SMALL, WOODEN TOY, THE LAST PUZZLE PIECE TO THE MYSTERY OF AN OLD QUEEN ’ S GREED. A S THE DWARF LEAVES THIS MEMORY, THE FARM FADES AWAY. D REAM SHIFTERS HAVE A SPECIAL CONNECTION TO THE REALM OF DREAMS T O BE A DREAM SHIFTER MEANS TO EMBRACE ASPECTS OF ONESELF ONE CAN NEITHER UNDERSTAND NOR CO NTROL, TO TRANS- FORM AND BRING THEM TO THE SURFACE. T HIS MAGIC ALLOW S DREAM SHIFTERS TO OVERCOME INNER AND OUTER LIMITATIONS AND TO DIVE DEEP INTO THE MYSTERIES OF THE WORLD. Fantastic Fusion E ACH DREAM SHIFTER HAS ENTERED A SYMBIOSIS WITH AN EIDO- LON, AN UNSTABLE SHAPESHIFTER FROM THE DREAM REALM. T HIS LINK ALLOWS THEM TO MANIFEST T HE EIDOLON’S SURREAL FEATURES IN THE MATERIAL WORLD. D EPENDING ON THEIR EIDOLON A DREAM SHIFTER CAN BE A HORRIFYIN G MONSTER OR A SOOTHING PRESENCE. E VEN THOUGH THEIR MANIFESTATIONS ARE HARD TO CONTROL , DREAM SHIFTERS HAVE LEARNED TO USE THEM AS A MEANS OF SUR- VIVAL AND CHANNEL THEM INTO THEIR OWN KIND OF MAGIC. Confronting the Subconscious D REAMERS WHO VISIT THE DREAM REALM FIND A PLACE OF CON- STANT CHANGE. T HERE, SHAPESHIFTERS CALLED EIDOLONS FEED ON THEIR EXCESS PSYCHIC ENERGIES. T HEY TAKE THE FORM OF THE DREAMER'S FEARS, MEMORIES, AND WISHES CONFRONTING THEM WITH THEIR OWN SUBCON S CIOUS I N RARE CASES AN EIDOLON CONNECTS PERMANENTLY TO THE DREAMER'S MIND, CREATING A SYMBIOTIC BOND BETWEEN THE TWO. T HE DREAMER STARTS MATERIALIZING THEIR OWN THOUGHTS AS SURREAL FEATURES OUTSIDE OF THE DREAM REALM , BECOMING A DREAM SHIFTER. N OT EVERYONE WHO CREATES SUCH A BOND LEARNS TO CONTROL THESE MANIFESTATIONS, BUT THOSE WHO DO ARE USUALLY LED AWAY FROM CIVILIZATION. T HEY EMBRACE THE CHAOS THEIR EIDO- LON HAS BROUGHT TO THE SURFACE AND USE THEIR POWER TO WAN- DER FREE. I N A WORLD WHERE THE LINES ARE ALREADY DRAWN, AND THE SIDES ARE CHOSEN DREAM SHIFTERS STAND IN AS CHAMPIONS OF THE CONTRADICTORY AND IRRATIONAL. A S WITH THEMSELVES, THINGS ARE SELDOM AS THEY SEEM. T HERE IS ALWAYS A SECOND LAYER WORTH ANOTHER LOOK, SOMETHING UNEXPECTED THAT IS WAITI NG TO HAPPEN. Dream of Origin T HE BOND BETWEEN YOU AND YOUR EIDOLON WAS FORGED DURING A DREAM OF ORIGIN. T HIS DREAM WAS DEFINED BY THE SAME THOUGHTS AND EMOTIONS AS YOUR EIDOLON’S FORM. I T IS WHERE YOU FIRST MET YOUR EIDOLON AND MARKED THE BEGINNING OF YOUR RELATIONSHIP. M OST DREAM SHIFTERS NEVER FULLY UNDER - STAND THE MEANING OF THIS DREAM. E XPLORING ITS MEANING IS OFTEN THE INITIAL MOTIVATION FOR A DREAM SHIFTER TO GO ON AD- VENTURES U SU ALLY, THIS DREAM IS VERY PERSONAL, ONLY TO BE SHARED WITH THE CLOSEST OF FRIENDS. W HAT WAS YOUR DREAM OF ORIGIN? T HIS CHOICE MIGHT HELP YOU DECI DE FOR A SUBCLASS. D R E A M ( N I G H T M A R E E I D O L O N ) d6 Dream 1 That I have to helplessly watch the murder of innocents. 2 That a monst rous creature is searching and hunting me. 3 That I am afflicted with a horrifying disease or curse. 4 That I am caught in a coming war. 5 That I am in the middle of an impending, magical catastro- phe 6 That a terrible event in my past would repeat itself. D R E A M ( H A R M O N Y E I D O L O N ) d6 Dream 1 That I returned to my childhood home as it was when I was young. 2 T hat a person I lost has miraculously reappeared. 3 That I found my destiny , the place where I belong 4 That a terrible event in my past never happened. 5 That I became a part of the natural world - an animal, a plant, a mountain or a river. 6 That a great conflict or tension in my world would finally come to an end D R E A M ( W O N D E R E I D O L O N ) d6 Dream 1 That I had an entire ly different life that ended when I woke up. 2 That I created an unparalleled piece of art. 3 That I travel ed through time. 4 That I lived on a different plane o f existence 5 That I was a god free to do whatever I wanted. 6 That I travel ed far from home exploring a strange new con- tinent Twisted Reality B EING LINKED TO A CREATURE FROM THE DREAM REALM HAS A SUB- TLE BUT SIGNIFICANT INFLUENCE ON HOW YOU PERCEIVE REALITY. Y OUR E IDOLON MIGHT DIRECTLY SPEAK TO YOU, LET YOU SEE OR HEAR THINGS THAT ARE NOT REALLY THERE. D EPENDING ON YOUR RE- LATIONSHIP WITH YOUR EIDOLON YOU MIGHT REACT DIFFERENTLY TO THOSE INPUTS. B UT NO MATTER HOW A DREAM SHIFTER DEALS WITH THIS CIRCUMSTANCE , I T USUALLY LEAVES THEM A BIT WEIRD. I N WHAT WAY DOES YOUR EIDOLON TRY TO INFLUENCE YOU R PER- CEPTION OF THE WORLD ? T HIS CHOICE MIGHT HELP YOU DECID E FOR A SUBCLASS. 3 I N F L U E N C E ( N I G H T M A R E E I D O L O N ) d6 Influence 1 My e idolon is a cold , unfeeling voice in my head , rationally deciding about life and death. 2 When I feel threatened my Eidolon lets me hear unsettling whispers 3 My e idolon is an irrational and fearful echo in my thoughts , warning me of possible dangers 4 Sometimes I see a specific, dark omen, a message from my eidolon that misfortune could strike at any moment. 5 My e idolon sometimes encourages me to start unnecessary conflicts just to harden myself 6 My e idolon sometimes come s up with ideas on how to scare people. I N F L U E N C E ( H A R M O N Y E I D O L O N ) d6 Influence 1 My e idolon tries to highlight the positive in any situation 2 When I’m calm my e idolon lets me hear soft background music. 3 My e idolon tries to get me to resolve any conflict among people I encounter 4 Sometimes I see a bright aura around people my e idolon likes. 5 My e idolon sometimes wants me to decorate the places I come by 6 My e idolon sometimes gives me ideas, on how I could com- pliment people. I N F L U E N C E ( W O N D E R E I D O L O N ) d6 Influence 1 My e idolon challenges me to do unusual things 2 When I feel bored my Eidolon lets me hear the cry of a bird in the distance as a call to get out of the situation 3 My e idolon shows me new and unnecessar ily complicated ways to do mundane tasks 4 There is a specific plant or animal only I can see because it is an illusion created for me by my eidolon 5 My e idolon sometimes encourages me to look behind locked doors. 6 My e idolon sometimes narrates my life as if it were a great tale Mythical Explanation M ANIFESTING AN EIDOLON’S FEATURES TURNS A DREAM SHIFTER INTO SOMETHING STRANGE AND UNIQUE. P EOPLE WHO HAVE ENCOUN- TERED ONE MIGHT HAVE A HARD TIME IDENTIFYING WHAT THEY HAVE SEEN I T’S NOT UNUSUAL THAT A DREAM SHIFTER WHO SPENDS SOME TIME AROUND THE SAME AR EA LEAVES BEHIND A MYTH THAT EXPLAINS THEIR APPEARANCE O NE SUCH MYTH MIGHT HA VE STUCK AROUND AND SEEMS TO FOLLOW YOU WHEREVER YOU GO. W HAT IS THIS MYTH THAT HAS GROWN AROUND YOU AND HOW DID IT COME TO BE ? T HIS CHOICE MIGHT HELP YOU DECID E FOR A SUB- CLASS. M Y T H ( N I G H T M A R E E I D O L O N ) d6 Myth 1 That I am the cursed soul of a local noble who can’t pass on to the afterlife 2 That I am a n evil fey who eats children who don’t respect their parents 3 That I am an ill omen and bestow a curse on anyone who sees me 4 That I am a creature from another world stranded on this plane of existence 5 That I am a living weapon created by an evil wizard 6 That I am the embodiment of a certain god’s judgment M Y T H ( H A R M O N Y E I D O L O N ) d6 Myth 1 That I bring peaceful dreams to children across the land 2 That I am a fey who brings gifts to selfless people 3 That seeing me is a sign of coming fortune and luck 4 That I am the guardian of a certain natural formation. 5 That I am a piece of art that came alive 6 That I am the embodiment of a certain god’s mercy M Y T H ( W O N D E R E I D O L O N ) d6 Myth 1 That I am a Djinn that can make wishes come true if they are formulated correctly. 2 That I am a fey who plays pranks on the high and haughty. 3 That I am the herald of coming change 4 That I am an anomaly in the magical weave of the world 5 That I was created in a magical accident 6 That I am the embodiment of a certain god’s mischief Creating a Dream Shifter W HEN CREATING A DREAM SHIFTER, THINK ABOUT THE PROCESS YOU WENT THROUGH BETWEEN CONNECTING TO YOUR EIDOLON AND SET- TING OUT ON YOUR ADVENTURE. D REAM S HIFTERS ARE NEITHER BORN NOR TRAINED. T HE IR CREA- TION IS ALWAYS RANDOM AND UNEXPECTED. H OW DID YOU START EXPLORING YOUR NEWFOUND ABILITIES ? D ID YOU TRY TO KEEP THEM A SECRET OR DID YOU OPENLY USE THEM? D ID YOUR TRANS- FORMATION END UP LEADING YOU TO A LIFE OF ADVENTURE OR WAS THERE ANOTHER CAUSE? H OW IS YOUR RELATIONSHIP WITH YOUR EIDOLON? D O YOU RE- GARD IT AS A FRIEND OR AS A SOURCE OF POWER YOU HAVE TO SUB- JUGATE ? H OW EASY OR D IFFICULT IS THE COMMUNICATION BE- TWEEN THE TWO OF YOU? I N WHAT WAYS DO YOU FEEL LIKE YOU ARE SIMILAR AND IN WHAT WAYS DIFFERENT? H OW DO YOU INTERPRET THE DREAM THAT CONNECTED YOU TO YOUR EIDOLON? A RE THE RE PARTS YOU DON’T UNDERSTAND? W HAT EXPERIENCE MIGHT HAVE CAUSED THAT INITIAL DREAM? Quick Build Y OU CAN MAKE A DREAM SHIFTER QUICKLY BY FOLLOWING THESE SUGGESTIONS. F IRST, W ISDOM SHOULD BE YOUR HIGHEST ABILITY SCORE, FOLLOWED BY S TRENGTH AND C ONSTITUTION. S ECOND, CHOOSE THE HERMIT BACKGROUND. T HIRD , CHOOSE N IGHTMARE EIDOLON AS YOUR E IDOLON F ORM 4 Optional Rule: Multiclassing I F YOUR GROUP USES THE OPTIONAL RULE ON MULTICLASSING IN THE P LAYER ’ S H ANDBOOK , THERE ’ S WHAT YOU NEED TO KNOW IF YOU CHO O SE DREAM SHIFTER AS ONE OF YOUR CLASSES. A BILITY S CORE M INIMUM. A S A MULTICLASS CHARACTER, YOU MUST HAVE AT LEAST A W ISDOM SCORE OF 13 AND A S TRENGTH SCORE OF 13 TO TAKE A LEVEL IN THIS CLASS. O R TO TAKE A LEVEL IN ANOTHER CLASS IF YOU ARE ALREADY A DREAM SHIFTER. P ROFICIENCIES G AINED. I F DREAM SHIFTER ISN ’ T YOUR INITIAL CLASS, HERE ARE THE PROFICIENCIES YOU GAIN WHEN YOU TAKE YOUR FIRST LEVEL AS A DREAM SHIFTER: IMPROVISED WEAPONS, LIGHT ARMOR Class Features A S A DREAM SHIFTER, YOU GAIN THE FOLLOWING CLASS FEATURES Hit Points H IT D ICE: 1D10 PER DREAM SHIFTER LEVEL H IT P OINTS AT 1ST L EVEL: 10 + YOUR C ONSTITUTION MODIFIER H IT P OINTS AT H IGHER L EVELS: 1D10 (OR 6) + YOUR C ONSTITUTION MODIFIER PER DREAM SHIFTER LEVEL AFTER 1ST Proficiencies A RMOR: L IGHT A RMOR W EAPONS: S IMPLE W EAPONS, I MPROVISED W EAPONS T OOLS: N ONE S AVING T HROWS: I NTELLIGENCE, W ISDOM S KILLS: C HOOSE TWO FROM A THLETICS, I NSIGHT, I NVESTI GATION, P ERCEPTION, P ERFORMANCE, AND S URVIVAL Equipment Y OU START WITH THE FOLLOWING EQUIPMENT, IN ADDITION TO THE EQUIPMENT GRANTED BY YOUR BACKGROUND: • (A) TWO HANDAXES OR (B) ANY SIMPLE WEAPON • (A) AN ENTERTAINER’S PACK OR (B) AN EXPLORER’S PACK • L EATHER ARMOR AND A DAGGER Dream Shape S TARTING AT 1ST LEVEL YOU CAN MAGICALLY ASSUME THE PHYSICAL FEATURES OF YOUR EIDOLON. T HE APPEARANCE OF T HESE FEATURES IS DETERMINED BY YOUR S UBCLASS. Dream Points A S THE LINK TO YOUR EIDOLON GROWS STRONGER, SO DOES YOUR D REAM S HAPE. T HE POWER OF YOUR D REAM S HAPE IS REPRE- SENTED BY D REAM P OINTS. N UMBER OF D REAM P OINTS = D REAM SHIFTER LEVEL + W ISDOM MODIFIER (MINIMUM OF 1) Manifestations and Anomalies M ANIFESTATIONS AND A NOMALIES ARE A SET OF FEATURES THAT ARE PART OF YOUR D REAM S HAPE. W HILE YOUR D REAM S HAPE IS AC- TIVE, EACH M ANIFESTATION AND A NOMALY PROVIDES BENEFITS DE- PENDING ON THE NUMBER OF D REAM P OINTS ASSIGNED TO IT. M ANIFESTATIONS PROVIDE BENEFITS AT 1,3 AND 6 D REAM P OINTS, A NOMALIES AT 1 D REAM P OINT. Y OU FIND ALL M ANI FESTATIONS, A NOMALIES, AND THEIR DESCRIPTIONS IN THE “ M ANIFESTATIONS AND A NOMALIES” SECTION S AT THE END OF THE CLASS ’ S DESCRIP- TION. I T IS ADVISED TO USE A M ANIFESTATION S HEET AS IT IS IN- CLUDED AT THE END OF THIS DOCUMENT TO KEEP TRACK OF YOUR D REAM P OINTS , M ANIFESTATIONS , AND A NOMALIES. T H E D R E A M S H I F T E R Level Proficiency Bonus Features 1st +2 Dream Shape, Eidolon Form 2nd +2 Lucid Rest, Reverie s 3rd +2 Eidolon Form Feature 4th +2 Ability Score Improvement 5th +3 Extra Attack , Reveries ( improvement ) 6th +3 Eidolon Form Feature 7th +3 Backdoor 8th +3 Ability Score Improvement 9th +4 Reveries (improvement) 10th +4 Eidolon Form Feature 11th +4 Dream Shape ( 1 Anomaly) 12th +4 Ability Score Improvement 13th +5 Reveries (improvement) 14th +5 Eidolon Form Feature 15th +5 Intertwined Mind 16th +5 Ability Score Improvement 17th +6 Reveries (improvement) 18th +6 Dream Shape ( 2 Anomal ies ) 19th +6 Ability Score Improvement 20th +6 Dream Realized Assigning Dream Points Y OUR D REAM S HAPE IS DEFINED BY BOTH, YOUR WILL AND THE UNPREDICTABLE INFLUENCE OF YOUR EIDOLON. A S A CONSEQUENCE , YOUR D REAM P OINTS ARE SOMETIMES ASSIGNED FREELY AND SOMETIMES RANDOMLY. W HEN YOU GAIN THIS FEATURE, ASSIGN HALF OF YOUR D REAM P OINTS (ROUNDED DOWN) FREELY AND THE REST RANDOMLY W HEN ASSIGN ING A D REAM P OINT FREELY , CHOOSE A M ANIFES- TATION FROM AMONG RESULTS 1 - 7 ON THE M ANIFESTATIONS TABLE , AND ASSIGN THE D REAM P OINT TO IT. W HEN ASSIGN ING A D REAM P OINT RANDOMLY, ROLL ON THE M ANIFESTATIONS TABLE , AND ASSIGN THE D REAM P OINT TO THE RE- SULTING M ANIFES TATION. W HEN ROLLING AN 8 ON THE M ANIFESTA- TIONS TABLE, ROLL ON THE A NOMAL IES TABLE AND ASSIGN THE D REAM P OINT TO THE RESULTING A NOMALY INSTEAD Re storing your Dream Points Y OU CAN RE STORE YOUR D REAM P OINTS WHILE SLEEPING OR MED- ITATING. W HENEVER YOU FINISH A LONG REST, YOU CAN RE STORE YOUR D REAM P OINTS T O DO SO, UNASSIGN ALL OF YOUR D REAM P OINTS. T HEN ASSIGN HALF OF YOUR D REAM P OINTS (ROUNDED DOWN) FREELY T HEN ASSIGN THE REST RANDOMLY S TARTING AT 11TH LEVEL, WHEN R ESTORING YOUR D REAM P OINTS AND ASSIGNING D REAM P OINTS FREELY , YOU CAN CHOOSE ONE RE- SULT ON THE A NOMAL IES TABLE INSTEAD OF THE M ANIFESTATIONS TABLE. S TARTING AT18TH LEVEL, YOU CAN CHOOSE AN ADDITIONAL RESULT ON THE A NOMAL IES TABLE Assuming the Dream Shape Y OU CAN UNASSIGN A D REAM P OINT TO ASSUME YOUR D REAM S HAPE AS A BONUS ACTION. Y OUR D REAM S HAPE LASTS FOR 10 MINUTES. I T ENDS EARLY IF YOU ARE KNOCKED UNCONSCIOUS. Y OU CAN ALS O END YOUR D REAM S HAPE ON YOUR TURN AS A BONUS ACTION. 5 W HEN YOU ASSUME YOUR D REAM S HAPE, Y OUR GAME STATIS- TICS AND FEATURES STAY THE SAME AND YOU GAIN THE BENEFITS OF YOUR MANIFESTATIONS. Y OU CHOOSE WHETHER YOUR EQUIPMENT FALLS TO THE GROUND IN YOUR SPACE, MERGE S INTO YOUR D REAM S HAPE , OR IS WORN BY YOU W ORN EQUIPMENT FUNCTIONS AS NORMAL BUT ITS APPEARANCE CHANGES TO MATCH YOUR D REAM S HAPE UNTIL YOUR D REAM S HAPE ENDS OR THE EQUIPMENT IS NOT WORN AT THE END OF YOUR TURN. E QUIPMENT THAT MERGES WITH THE D REAM S HAPE HAS NO EFFECT UNTIL THE D REAM S HAPE ENDS M A N I F E S T A T I O N S d8 Manifestation 1 Floating Step 2 Phantasmal Weapons 3 Elemental Assault 4 Hardened Surface 5 Elusive Body 6 (See Subclass) 7 (See Subclass) 8 Emerging Anomaly A N O M A L I E S d20 Anomaly d20 Anomaly 1 Abstract 11 Nimble 2 Camouflage 12 N on - Euclidean 3 Crackling 1 3 Propelled 4 Distorting 1 4 Padded 5 Elastic 1 5 Pure 6 Flickering 1 6 Slippery 7 Fluid 17 Symbiotic 8 Glowing 18 Tenacious 9 Indomitable 19 Versatile 10 Irritating 20 Weightless Eidolon Form A T 1ST LEVEL, CHOOSE WHAT FORM YOUR EIDOLON HAS TAKEN : N IGHTMARE E IDOLON, H ARMONY E IDOLON, OR W ONDER E IDOLON, ALL DETAILED AT THE END OF THE CLASS DESCRIPTION. T HE E IDOLON F ORM YOU CHOOSE GRANTS YOU FEATURES AT 1ST LEVEL AND AGAIN AT 3RD, 6TH, 10TH, AND 14TH LEVEL. Lucid Rest B EGINNING AT 2ND LEVEL, YOUR E IDOLON GUIDES YOUR DREAMS AND IMPROVES YOUR RATE OF RECOVERY. W HEN YOU FINISH A L ONG R EST, YOU REGAIN ALL HIT DICE ASSOCIATED WITH YOUR DREAM SHIFTER LEVEL ( Y OU STILL ONLY GAIN HALF OF THE HIT DICE ASSOCI- ATED WITH LEVELS YOU HAVE TAKEN IN OTHER CLASSES) A DDITIONALLY , FINISHING A L ONG R EST REDUCES YOUR EXHAUS- TION LEVEL BY 2 INSTEAD OF 1. Reverie s S TARTING AT 2ND LEVEL YOUR EIDOLON GRANTS YOU ACCESS TO YOUR OWN SUBCONSCIOUS. W HENEVER YOU ACTIVATE YOUR D REAM S HAPE, YOU CAN USE T RANSFORMATION, R ESPITE, OR E PIPHANY. Y OU CAN ALSO USE A BONUS ACTION AND UNASSIGN A D REAM P OINT TO USE THIS FEATURE. I F YOU DO SO WHILE YOUR D REAM S HAPE IS ACTIVE, THE REMAINING DURATION OF YOUR D REAM S HAPE INCREASES BY 10 MINUTES. Transformation U NASSIGN AN ASSIGNED D REAM P OINT , THEN ASSIGN IT FREELY Y OU CAN ASSIGN THE D REAM P OINT TO THE SAME M ANIFESTATION TO RE - CHOOSE ALL CHOICES WITHIN THAT M ANIFESTATION SUCH AS DAMAGE TYPES OR A BILITIES. Y OU CAN UNASSIGN AND FREELY AS- SIGN AN ADDITIONAL ASSIGNED D REAM P OINT AT 5TH, 11TH, AND 17TH LEVEL. Respite Y OU CAN SPEND ONE H IT D IE. I F YOU DO, ROLL IT AND ADD YOUR C ONSTITUTION MODIFIER TO THE RESULT. Y OU REGAIN HIT POINTS EQUAL TO THE TOTAL. Y OU MAY SPEND AN ADDITIONAL H IT D IE AT 5TH, 11TH, AND 17TH LEVEL. Epiphany Y OU LEARN A CANTRIP FROM THE DREAM SHIFTER CANTRIP LIST. Y OU FORGET IT AT THE END OF YOUR NEXT L ONG R EST. W ISDOM IS YOUR S PELLCASTING ABILITY FOR DREAM SHIFTER SPELLS. Y OU USE YOUR W ISDOM WHENEVER A SPELL REFERS TO YOUR S PELLCASTING ABILITY. I N ADDITION, USE YOUR W ISDOM MODIFIER WHEN SETTING THE SAVING THROW DC FOR A DREAM SHIFTER SPELL YOU CAST AND WHEN MAKING AN ATTACK ROLL WITH ONE. S PELL SAVE DC = 8 + YOUR P ROFICIENCY B ONUS + YOUR W ISDOM MODIFIER. S PELL ATTACK MODIF IER = YOUR PROFICIENCY BONUS + YOUR W IS- DOM MODIFIER. S PELLCASTING F OCUS W HILE YOUR D REAM S HAPE IS ACTIVE, IT SERVES AS A S PELLCASTING FOCUS. Dream Shifter Cantrip List C A N T R I P S ( 0 L E V E L ) control flames druidcraft fire bolt gust mold earth minor illusion ray of frost shape water shocking grasp thorn whip A bility Score Increase W HEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH, 16TH, AND 19TH LEVEL, YOU CAN INCREASE ONE ABILITY SCORE OF YOUR CHOICE BY 2, OR YOU CAN INCREASE TWO ABILITY SCORES OF YOUR CHOICE BY 1. A S NORMAL, YOU CAN ’ T INCREASE AN ABILITY SCORE ABOVE 20 USING THIS FEATURE. U SING THE OPTIONAL FEATS RULE, YOU CAN FORGO TAKING THIS FEATURE TO TAKE A FEAT OF YOUR CHOICE INSTEAD. Extra Attack B EGINNING AT 5TH LEVEL, YOU CAN ATTACK TWICE, INSTEAD OF ONCE, WHENEVER YOU TAKE THE A TTACK ACTION ON YOUR TURN. Backdoor A T 7TH LEVEL YOU CAN SPEND 10 MINUTES TO DIVE INTO A CREA- TURE ’ S MEMORIES. C HOOSE A CREATURE WITHIN 10 FEET OF YOU THAT IS EITHER SLEEPING OR UNCONSCIOUS. T HE CREATURE MUST MAKE A W ISDOM SAVING THROW AGAINST YOUR SPELL SAVE DC O N A FAILED SAVE YOU CAN ASK THE TARGET A NUMBER OF QUES- TIONS EQUAL TO YOUR W ISDOM MODIFIER (AT LEAST ONE) AND THE TARGET HAS TO ANSWER TRUTHFULLY. T HE CREATURE 6 F OR THE DURATION OF THIS FEATURE, THE TARGET CREATURE CAN- NOT WAKE UP THROUGH NATURAL MEANS. O N A SUCCESSFUL SAVE THIS FEATURE DOES NOTHING. T HE TARGETED CREATURE NEITHER NEEDS TO UNDERSTAND NOR SPE AK A LANGU AGE TO ANSWER TH ESE QUESTIONS. W HEN THE TARGETED CREATURE WAKES UP IT IS AWARE OF YOUR ATT EMPT TO GAIN INFORMATION FROM IT AND WHETHER YOU SUCCEEDED. O NCE YOU USE THIS FEATURE, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A L ONG R EST. S TARTING AT 1 4 TH LEVEL, YOU CAN USE IT TWICE BEFORE A L ONG R EST. Intertwined Mind A T 15TH LEVEL THE BOND TO YOUR EIDOLON ALLOWS YOU TO DRAW WISDOM FROM ITS OTHERWORLDLY MEMORIES. Y OUR W ISDOM SCORE INCREASES BY 2 AND YOUR MAXIMUM FOR W ISDOM IS NOW 22. A DDITIONALLY , YOU ARE RESISTANT TO PSYCHIC DAMAGE. Dream Realized A T 20TH LEVEL THE FUSION OF YOU AND YOUR EIDOLON IS COMPLETE. T HIS MIGHT CAUSE SLIGHT CHANGES IN YOUR PERSONALITY. Y OU GAIN THE FOLLOWING FEATURES: • W HEN RESTORING YOUR D REAM P OINTS , YOU CAN ASSIGN ALL OF YOUR D REAM P OINTS FREELY. • Y OUR D RE A M S HAPE ONLY ENDS WHEN YOU CHOOSE TO END IT. Eidolon Form T HE F ORM OF YOUR EIDOLON DEPENDS ON THE THOUGHTS IT HAS ABSORBED FROM YOU THROUGH YOUR EXCESS PSYCHIC ENERGY Nightmare Eidolon N IGHTMARE E IDOLONS ARE USUALLY SHAPED BY ANXIETY AND PAR- ANOIA. T HROUGH THE LINK TO A N IGHTMARE E IDOLON, DREAM SHIFTERS GAIN THE STRENGTH TO FACE THEIR FEAR S T HEY SPEND THEIR LIVES EXPLORING THE DARK PLACES OF THEIR WORLD. T HEY ACTIVELY HUNT DANGEROUS CREATURES, DELIBERATELY PUTTING THEMSELVES INTO DANGEROUS SITUATIONS JUST TO LEARN FROM THE EXPERIENCE AND B ECOME PHYSICALLY AND MENTALLY STRONGER. Manifested Horror Y OUR LINK TO A N IGHTMARE E IDOLON GIVES YOUR D REAM S HAPE A FRIGHTENING APPEARANCE. R OLL ON THE H ORROR T HEMES TABLE TO DETERMINE ITS VISUAL THEME , CHOOSE ONE OF THE OPTIONS , OR COMBINE TWO Y OU MAY ALSO COME UP WITH A NEW ONE. H O R R O R T H E M E S d6 Appearance 1 Long - limbed and made up of black smoke 2 Predatory animals melded together 3 Twisted, warped , and mutated flesh 4 A cruel construct of steel and steam 5 Alien anatomy and an unusual number of eyes 6 A roaring, elemental force Y OUR M ANIFESTATIONS AND A NOMALIES ALSO ASSUME THIS VIS- UAL THEME. Y OUR D REAM S HAPE IS OBVIOUSLY MAGICAL AND CANNOT BE USED TO DISGUISE. Y OUR BASIC FORM STAYS THE SAME; IF YOU ’ RE BIPEDAL, YOU CAN ’ T USE YOUR D REAM S HAPE TO BE- COME QUADRUPEDAL, FOR INSTANCE. A DDITIONALLY, RESULTS 6 AND 7 OF YOUR M ANIFESTATIONS TABLE ARE THE FOLLOWING: M A N I F E S T A T I O N S d8 Manifestation 6 Inevitable 7 Unreal Might A DDITIONALLY, YOU GAIN PROFICIENCY WITH THE INTIMIDATION SKILL AND WHILE YOUR D REAM S HAPE IS ACTIVE, YOU HAVE AD- VANTAGE ON C HARISMA ( I NTIMIDATION) CHECKS. Frightening Transformation A T 3RD LEVEL, YOUR T RANSFORMATIONS CAUSE A SURGE OF DREAM MAGIC THAT WARPS YOUR BODY TEMPORARILY. W HENEVER YOU USE T RANSFORMATION, EACH OF YOUR ATTACKS DEAL 1D6 ADDI- TIONAL DAMAGE UNTIL THE END OF THAT TURN S TARTING AT 5TH LEVEL WHENEVER YOU USE T RANSFORMATION, CHOOSE A CREATURE YOU CAN SEE WITHIN 20 FEET. T HE TA RGET MUST SUCCEED ON A W ISDOM SAVING THROW AGAINST YOUR SPELL SAVE DC OR BECOME FRIGHTENED OF YOU UNTIL THE BEGINNING OF YOUR NEXT TURN. T HIS FEATURE HAS NO EFFECT ON CREATURES THAT CAN'T SEE YOU. S TARTING AT 9TH LEVEL, YOUR ATTACKS DEAL 1D8 ADDITIONAL DAM AGE UNTIL THE END OF THAT TURN INSTEAD OF 1D6. S TARTING AT 13TH LEVEL YOU CAN CHOOSE ANY NUMBER OF CREA- TURES WITHIN 20 FEET INSTEAD OF ONE. S TARTING AT 17TH LEVEL, YOUR ATTACKS DEAL 1D10 ADDITIONAL DAMAGE UNTIL THE END OF THAT TURN INSTEAD OF 1D8. Personal Terror S TARTING AT 6TH LEVEL YOU CAN SINGLE OUT A CREATURE BY BE- COMING ITS NIGHTMARE. A S A BONUS ACTION, YOU CAN CHOOSE A CREATURE YOU CAN SEE WITHIN 60 FEET AND BECOME INVISIBLE TO EVERY OTHER CREATURE FOR 1 MINUTE. T HIS EFFECT ENDS IF THE TARGET IS EVER MORE THAN 60 FEET FROM YOU AT THE END OF YOUR TURN, IF YOU DEAL DAMAGE TO ANY CREATURE THAT IS NOT THE TAR- GET OR IF YOU USE THIS FEATURE AGAIN. Y OU CAN CHOOSE TO END THIS EFFECT AS A BONUS ACTION. Y OU CAN USE THIS FEATURE ONCE PER L ONG R EST. Y OU C AN USE IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL. Profound Courage A T 10TH LEVEL YOU GAIN A DEEPER UNDERSTANDING OF FEAR. Y OUR PROFICIENCY BONUS FOR YOUR C HARISMA ( I NTIMIDATE) CHECKS IS DOUBLED. A DDITIONALLY, YOU CAN'T BE FRIGHTENED. Anomalous Mutation S TARTING AT 14TH LEVEL YOU ACHIEVE A NEW LEVEL OF CONTROL OVER YOUR D REAM S HAPE. W HEN USING T RANSFORMATION, YOU CAN CHOOSE RESULT S ON THE A NOMAL IES TABLE INSTEAD OF THE M ANIFESTATIONS TABLE. 7 Harmony Eidolon H ARMONY E IDOLONS ARE USUALLY SHAPED BY NOSTALGIC AND IDYLLIC MEMORIES. T HROUGH THE LINK TO A H ARMONY E IDOLON, DREAM SHIFTERS GAIN THE ABILITY TO PERSEVERE IN DIFFICULT SITU- ATIONS. T HEY BECOME THE EYE OF THE STORM, A SAFE REFUGE IN A JUDGMENTAL WORLD. T HEY SEE TO THE CORE OF CONFLICTS AND RESOLVE THEM. T O THESE DREAM SHIFTERS , EVERYTHING HAS ITS PLACE IN THE WORLD, GIVEN THE CIRCUMSTANCES. Manifested Grace Y OUR LINK TO A H ARMONY E IDOLON GIVES YOUR D REAM S HAPE A CAPTIVATING APPEARANCE. R OLL ON THE G RACE T HEMES TABLE TO DETERMINE ITS VISUAL THEME , CHOOSE ONE OF THE OPTIONS , OR COMBINE TWO Y OU MAY ALSO COME UP WITH A NEW ONE. G R A C E T H E M E S d6 Appearance 1 Floating brush strokes forming a body 2 Exotic animals melded together 3 Flowers, vines , and leaves 4 A humanoid musical instrument 5 A flawless anatomical statue 6 Shimmering crystals and gems Y OUR M ANIFESTATIONS AND A NOMALIES ALSO ASSUME THIS VIS- UAL THEME. Y OUR D REAM S HAPE IS OBVIOUSLY MAGICAL AND CANNOT BE USED TO DISGUISE. Y OUR BASIC FORM STAYS THE SAME; IF YOU ’ RE BIPEDAL, YOU CAN ’ T USE YOUR D REAM S HAPE TO BE- COME QUADRUPEDAL, FOR INSTANCE. A DDITIONALLY, RESULTS 6 AN D 7 OF YOUR M ANIFESTATIONS TABLE ARE THE FOLLOWING: M A N I F E S T A T I O N S d8 Manifestation 6 Sublime 7 Mind Roots A DDITIONALLY, YOU GAIN PROFICIENCY WITH THE PERSUASION SKILL AND WHILE YOUR D REAM S HAPE IS ACTIVE, YOU HAVE AD- VANTAGE ON C HARISMA ( P ERSUASION) CHECKS. Shared Respite S TARTING AT 3RD LEVEL YOU CAN SHARE THE RESTORING QUALITIES OF YOUR DREAMS WITH OTHERS THROUGH A VEIL OF DREAM MAGIC. W HEN USING R ESPITE, YOU CAN CHOOSE ANOTHER WILLING CREA- TURE YOU CAN SEE WITHIN 5 FEET. T HAT CREATURE REGAINS THE SAME NUMBER OF HIT POINTS. T HIS F EATURE HAS NO EFFECT ON UNDEAD OR CONSTRUCTS. S TARTING AT 5TH LEVEL WHENEVER ANOTHER CREATURE BECOMES THE TARGET OF R ESPITE, ATTACK ROLLS AGAINST THAT CREATURE ARE MADE WITH DISADVANTAGE UNTIL THE BEGINNING OF Y OUR NEXT TURN. S TARTING AT 9TH LEVEL INSTEAD OF CHOOSING ONE WILLING CREA- TURE WITHIN 5 FEET, YOU CAN CHOOSE UP TO TWO WILLING CREA- TURES YOU CAN SEE WITHIN 10 FEET. T HOSE CREATURES REGAIN THE SAME NUMBER OF HIT POINTS. S TARTING AT 13TH LEVEL WHENEVER ANOTHE R CREATURE BE- COMES THE TARGET OF R ESPITE, IT HAS ADVANTAGE ON ABILITY CHECKS AND SAVING THROWS UNTIL THE BEGINNING OF YOUR NEXT TURN. S TARTING AT 17TH LEVEL INSTEAD OF TWO FRIENDLY CREATURES, YOU CAN CHOOSE UP TO THREE FRIENDLY CREATURES YOU CAN SEE WITHIN 20 FEET. T HOSE CREATURES REGAIN THE SAME NUMBER OF HIT POINTS. Dream Bringer ’ s Touch S TARTING AT 6TH LEVEL YOU CAN PLANT SOOTHING IMAGES INTO THE MINDS OF YOUR ALLIES A S AN ACTION, YOU CAN TOUCH A WILLING CREATURE AND RESTORE UP TO TWO OF ITS H IT D ICE. Y OU CAN USE THIS FEATURE ONCE PER L ONG R EST. Y OU CAN USE IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL. Profound Peace A T 10TH LEVEL YOU GAIN A DEEP UNDERSTANDING OF INNER BAL- ANCE. Y OUR PROFICIENCY BONUS FOR YOUR C HARISMA ( P ERSUA- SION) CHECKS IS DOUBLED. A DDITIONALLY, YOU CAN'T BE CHARMED. Group Therapy S TARTING AT 14TH LEVEL YOU CAN CO NNECT DIFFERENT MINDS TO CREATE A SHARED DREAM. W HENEVER YOU USE R ESPITE, ANY OTHER CREATURE BEING TARGETED BY R ESPITE CAN USE THEIR RE- ACTION TO SPEND A H IT D IE. I F THE CREATURE DOES, THAT CREATURE ROLLS THE D IE AND ADDS ITS C ONSTITUTION MODIFIER TO THE RE- SULT. A DD THE TOTAL TO THE NUMBER OF HIT POINTS REGAINED BY ALL TARGETS OF R ESPITE. Wonder Eidolon W ONDER E IDOLONS ARE USUALLY SHAPED BY HOPES AND WISHES. T HROUGH THE LINK TO A W ONDER E IDOLON, DREAM SHIFTERS RE - CONNECT WITH THEIR INNER CHILD. T O THEM REALITY IS RELATIVE, AND THEY WARP IT TO OVERCOME ANY OBSTACLE. T HEY WALK INTO UNCHARTED LANDS AND DESCE NDING INTO BOTTOMLESS PITS JUST TO FIND A NEW SIDE OF THE WORLD AND THEMSELVES. Manifested Mystery Y OUR LINK TO A W ONDER E IDOLON GIVES YOUR D REAM S HAPE A MYSTERIOUS APPEARANCE. R OLL ON THE M YSTERY T HEMES TABLE TO DETERMINE ITS VISUAL THEME , CHOOSE ONE OF THE OPTIONS , OR COMBINE TWO Y OU MAY ALSO COME UP WITH A NEW ONE. M Y S T E R Y T H E M E S d6 Appearance 1 Constellations of symbols forming a body 2 Chitinous insect features 3 Layers of fabrics veiling a being beneath 4 A faceless mannequin 5 Geometric shapes and polygons of steel or stone 6 A statue made of an unknown element Y OUR M ANIFESTATIONS AND A NOMALIES ALSO ASSUME THIS VIS- UAL THEME. Y OUR D REAM S HAPE IS OBVIOUSLY MAGICAL AND CANNOT BE USED TO DISGUISE. Y OUR BASIC FORM STAYS THE SAME; IF YOU ’ RE BIPEDAL, YOU CAN ’ T USE YOUR D REAM S HAPE TO BE- COME QUADRUPEDAL, FOR INSTANCE. A DDITIONALLY, RESULTS 6 AND 7 OF YOUR M ANIFESTATIONS TABLE ARE THE FOLLO WING: M A N I F E S T A T I O N S d8 Manifestation 6 Arcane Battery 7 Wide Eyed 8 A DDITIONALLY, YOU GAIN PROFICIENCY WITH THE DECEPTION SKILL AND WHILE YOUR D REAM S HAPE IS ACTIVE, YOU HAVE ADVANTAGE ON C HARISMA ( D ECEPTION) CHECKS. Revelation S TARTING AT 3RD LEVEL YOU CAN DIG DEEPER INTO YOUR SUBCON- SCIOUS TO LEARN MORE DIFFICULT SPELLS. W HEN US ING E PIPHANY, YOU CAN GET A 1 ST - LEVEL SPELL SLOT AND LEARN A SPELL OF THE SAME LEVEL OR LOWER FROM THE W ONDER E IDOLON SPELL LIST IN- STEAD OF LEARNING A CANTRIP Y OU FORGE T THIS SPELL WHEN YOU FINISH A L ONG R EST. Y OU CAN ’ T GAIN MORE THAN TWO SPELL SLOTS OF THE SAME SPELL LEVEL PER L ONG R EST USING THIS FEATURE. T O CAST ONE OF THESE SPELLS, YOU MUST EXPEND A SLOT OF THE SPELL'S LEVEL OR HIGHER. Y OU LOSE ALL SPELL SLOTS WHEN YOU FIN- ISH A L ONG R EST. F OR EXAMPLE, IF YOU KNOW THE 1ST - LEVEL SPELL CHAOS BOLT AND HAVE A 1ST - LEVEL AND A 2ND - LEVEL SPELL SLOT AVAILABLE, YOU CAN CAST CHAOS BOLT USING EITHER SLOT. S TARTING AT 5TH LEVEL YOU MAY GET A 2 ND - LEVEL SPELL SLOT OR TWO 1 ST - L EVEL SPELL SLOTS INSTEAD. S TARTING AT 9TH LEVEL YOU MAY GET A 3 RD - LEVEL SPELL SLOT OR TWO 2ND - LEVEL SPELL SLOTS INSTEAD. S TARTING AT 13TH LEVEL YOU MAY GET A 4 TH - LEVEL SPELL SLOT OR TWO 3RD - LEVEL SPELL SLOTS INSTEAD. S TARTING AT 17TH LEVEL YOU MAY GET A 5 TH - LEVEL SPELL SLOT OR TWO 4TH - LEVEL SPELL SLOTS INSTEAD. Wonder Eidolon Spell List 1 S T L E V E L absorb elements bane earth tremor entangl e faerie fire feather fall fog cloud goodberry heroism ice knife jump longstrider shield silent image sleep thunderwave 2 N D L E V E L b lur darkness dust devil flaming sphere gust of wind invisibility levitate phantasmal force shatter skywrite spider climb warding wind 3 R D L E V E L call lightning catnap erupting earth fly haste major image plant growth slow tidal wave water walk 4 T H L E V E L dimension door greater invisibility hallucinatory terrain ice storm phantasmal killer polymorph storm sphere wall of fire 5 T H L E V E L animate object a waken creation dream reincarnate seeming Profound Enigma A T 10TH LEVEL YOU GAIN A NEW LEVEL OF CONTROL OVER THE WAY YOU ARE PERCEIVED BY OTHERS. Y OUR PROFICIENCY BONUS FOR YOUR C HARISMA ( D ECEPTION) CHECKS IS DOUBLED. A DDITIONALLY, Y OU CAN'T BE TARGETED BY ANY DIVINATION MAGIC OR PERCEIVED THROUGH MAGICAL SCRYING SENSORS AND YOU ARE IMMUNE TO ANY EFFECT THAT WOULD SENSE YOUR EMO- TIONS OR READ YOUR THOUGHTS. Reality Warp S TARTING AT 6TH LEVEL YOU GAIN A LIMITED ABILITY TO WARP REALITY AS IN A DREAM. A S AN ACTION, YOU CAN EXPEND ONE SPELL SLOT TO CAST A SPELL. C HOOSE THIS SPELL FROM ANY CLASS, INCLUDING THIS ONE. A SPELL YOU CHOOSE MUST BE OF THE SAME LEVEL AS THE SPELL SLOT SPENT, MUST HAVE A C ASTING T IME OF ONE ACTION AND CAN'T CONSUME MATERIAL COMPONENTS. T HE CHOSEN SPELL COUNTS AS A DREAM SHIFTER SPELL FOR YOU. Y OU CAN USE THIS FEATURE ONCE PER L ONG R EST. Y OU CAN USE IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL. Inspiring Find S TARTING AT 14TH LEVEL YOU CAN LEARN SPELLS YOU HAVE RECENTLY WITNESSED. W HEN YOU USE E PIPHANY, YOU CAN CHOOSE ANY SPELL YOU WITNESSED BEING CAST WITHIN THE LAST HOUR Y OU MUST HAVE WITNESSED ALL COMPONENTS OF THE SPELL. S PELL LEVEL REQUIREMENTS STILL APPLY. T HE CHOSEN SPELL COUNTS AS A DREAM SHIFTER SPELL FOR YOU. Manifestations and Anomalies M ANIFESTATIONS AND A NOMALIES ARE A SET OF FEATURES THAT ARE CONNECTED TO YOUR D REAM S HAPE. W HILE YOUR D REAM S HAPE IS ACTIVE, EACH OF THEM PROVIDES BENEFITS DEPENDING ON THE NUMBER OF D REAM P OINTS ASSIGNED TO IT. C HOICES SUCH AS DAMAGE TYPES ARE MADE WHENEVER YOU ASSIGN A D REAM P OINT TO THE ASSOCIATED M ANIFESTATION. Manifestations M ANIFESTATION S PROVIDE BENEFITS AT 1,3 AND 6 D REAM P OINTS 1 ) Floating Step Y OU 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 have a climbing speed equal to your walking speed. 9 2 ) Phantasmal Weapons Y OUR 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 re- sistance and immunity to nonmagical attacks. When you use the Atta ck actio n , you can make one unarmed strike as a bonu s 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, w hen you use the At- tack action, you can make one unarmed strike as a bo- nus action 6 Your unarmed attacks deal 1d10 damage of the chosen type instead of 1d8. Additionall y, you can attack twice, instead of once, when ever you take the Attack action on your turn. If you have the Extra Attack f eat ure, you can attack three times instead. 3 ) Elemental Assault Y OU BECOME INFUSED WITH ELEMENTAL ENERGIES. Points Effect 1 Choose cold, fire, or lightning damage. The first time you hit a creature with a n attack on each turn, you deal an extra 1d6 damage of the chosen type to that crea- ture. 3 Instead , you deal an extra 2d6 damage of the chosen type to that creature and 2d6 damage of the same type to up to one o ther creature within 5 feet of it Addition- ally, y ou can choose psychic damage as the damage type. 6 Instead , you deal an extra 3 d6 damage of the chosen type to that creature and 3d6 damage of the same type to any number of creatures within 10 f ee t of that crea- ture Additionally, y ou can choose force damage as the damage type. 4 ) Hardened Surface Y OU GAIN A PROTECTIVE LAYER AROUND YOUR BODY. Points Effect 1 Your AC is 1 1 plus your Dexterity modifier to a maxi- mum of +2 plus your Wisdom modifier. 3 Instead, your AC is 1 2 plus your Dexterity modifier to a maximum of +2 plus your Wisdom modifier and d am- age you take is reduced by a number equal to half your Wisdom modifier rounded down 6 Instead, your AC is 14 plus your Dexterity modifier to a maximum of +2 plus your Wisdom modifier and d am- age you take is reduced by a number equal to your Wis- dom modifier 5 ) Elusive Body Y OU BECOME LESS VULNERABLE 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) Y OU GAIN THE ABILITY TO ATTACK WITH LETHAL ACCURACY. Points Effect 1 Whenever you make an attack roll, you can treat a d20 roll of 7 or lower as a n 8 3 Whenever you make an attack roll, you can treat a d20 roll of 9 or lower as a 10 Additionally, you score a crit- ical hit on a 19 or 20. 6 Whenever you make an attack roll, you can treat a d20 roll of 13 or lower as a 14 Additionally, you score a crit- ical hit on an 18, 19 or 20. 7 ) Unreal Might (Nightmare Eidolon) Y OUR ABILITY TO EXCEL AT PHYSICAL TASKS IMPROVES. Points Effect 1 Dragging, climbing, and swimming doesn ’ t cost you ad- ditional movement. 3 You have advantage on Strength (Athletics) checks. 6 When successfully shoving a creature, you can instead throw it up to 20 feet and knock it prone. 6 ) Sublime (Harmony Eidolon) Y OU GAIN PHYSICAL FEATURES THAT HELP YOU GETTING OUT OF DIFFI- CULT SITUATIONS. Points Effect 1 Choose two among Strength, Dexterity, Constitution, Intelligence, Wisdom , and Charisma Whenever you make a saving throw using one of the chosen Abilit ies , you gain a bonus to the saving throw equal to your Wis- dom modifier ( w ith a mi nimum of +1) 3 Instead you get a bonus to saving throw s equal to your Wisdom modifier (with a minimum of +1). 6 When you are subjected to an Effect that allows you to make a saving throw to take only half damage, you in- stead take no damage if you succeed on the saving throw , and only half damage if you fail. 7 ) Mind Roots (Harmony Eidolon) Y OUR 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 lan- guage with the creature for it to understand you, but the creature must be able to understand at least one lan- guage. Additionally, as a bonus action, you can give a creature within 60 feet of you the ability to speak tele- pathically to you until the start of your next turn. 3 You have advantage on Wisdom (Insight) checks. 6 You can use a bonus action to learn the emotional state of any creature you see within 60 feet. 6 ) Arcane Battery (Wonder Eidolon) Y OU GAIN A PHYSICAL FEATURE THAT STORES MAGIC Points Effect 1 Whenever you make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to the saving throw equal to your Wisdom modifier. While you are concentrating on a spell, you gain a +1 bonus to your AC. 3 W henever you spend a 2 nd - level spell slot or higher to cast a dream shifter spell, you get a 1 st - lev el spell slot 6 W henever you spend a 4 th - level spell slot or higher to cast a dream shifter spell, you can get a 2nd - level spell slot instead. While you are concentrating on a spell, you gain a + 2 bonus to your AC instead of a +1 bonus. 10 7 ) Wide - Eyed (Wonder Eidolon) Y OU GAIN SENSES THAT SHOW YOU THE WORLD IN A WHOLE NEW LIGHT Points Effect 1 You have blindsight out to 10 feet. 3 You have advantage on Wisdom (Perception) checks. 6 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 R OLL ON THE A NOMAL IES TABLE AND ASSIGN THE D REAM P OINT TO THE RESULTING A NOMALY INSTEAD Anomalies A NOMALIES PROVIDE BENEFITS AT 1 D REAM P OINT. 1 ) Abstract Points Effect 1 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. 2 ) Camouflage Points Effect 1 You can use an action to become i nvisible. Anything you are wearing or carrying is i nvisible as long as it is on your person. This effect ends when you attack, cast a spell or move. 3 ) Crackling Points Effect 1 When you cast a cantrip, you can add your Wisdom modifier to the damage roll. 4 ) Distorting Points Effect 1 The area in a 10 foot radius around you is difficult ter- rain for hostile creatures. 5 ) Elastic 6 ) Flickering 7 ) Fl uid Points Effect 1 You are immune to being grappled and restrained and you can move through a space as narrow as 1 inch wide without squeez i ng. 8 ) Glowing Points Effect 1 You shed bright light in a 3 0 - foot radius and dim light for an additional 3 0 feet. You can end and restore this effect as a bonus action. 9 ) Indomitable Points Effect 1 You are immune to being paralyzed and stunned and magic can’t put you to sleep. 1 0 ) Irritating Points Effect 1 After using a Reverie , any number of creatures within 5 feet of you takes psychic damage equal to your W isdom modifier 1 1 ) Nimble Points Effect 1 You can take the hide action as a bonus action. 12 ) Non - Euclidean Points Effect 1 You gain a +2 bonus to attack rolls you make with un- armed strikes. 1 3 ) Propelled Points Effect 1 You can take the dash action as a bonus action. 1 4 ) Padded Points Effect 1 After using a Rever ie , any number of creatures within 5 feet of you get s a n