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A 5e Homebrew Class

V 7.2.1
Index

Dream Shifter Class 3


CLASS INTRO 3
CLASS FEATURES 4
SUBCLASSES 6
MANIFESTATIONS & ANOMALIES 10
NEW SPELLS 13

Bonus Material 14
DREAM SHIFTER QUICK GUIDE 14
EXTENDED CHARACTER CREATION 15
PSIONIC CONVERGENCE 17
DREAM SHIFTER ENCOUNTERS 18
DREAM GENERATOR 20
NEW ITEMS 21

Credits 22

Manifestation Sheets 23

Note for DM’s


What is the dream shifter? THE DREAM SHIFTER IS A MELEE
CLASS FOCUSED ON TRANSFORMATION THAT PROVIDES A PLAYER WITH
A LOT OF FREEDOM FOR CHARACTER CUSTOMIZATION.
Who should play the dream shifter? PLAYERS WHO HAVE A
GOOD GRASP OF THE GAME RULES, LIKE MODULARITY AND FLEXIBILITY
AND CAN MAKE QUICK DECISIONS DESPITE HAVING MANY OPTIONS
(LIKE CHOOSING A SPELL TO CAST ON THEIR TURN).
What campaign could include a dream shifter? AS THE
DREAM SHIFTER IS INSPIRED BY SURREALISM, IT CAN BE VISUALLY IN-
TENSE. IT FITS INTO MOST MEDIUM AND HIGH MAGIC SETTINGS.
What will the player do at my table? A PLAYER PLAYING THIS
CLASS WILL USE AN EXTRA SHEET (P.23-26) TO MOVE THEIR CLASS
RESOURCE BETWEEN FEATURES MAKING THEM STRONGER OR WEAKER
IN THE PROCESS (P.4-5).
What could affect encounter balancing? THEY CAN SPEND
RESOURCES TO GAIN RESISTANCE TO DAMAGE TYPES AND OTHER BEN-
EFITS, TO HEAL WITH HIT DICE DURING COMBAT AND TO TEMPORARILY
LEARN THE CANTRIPS THEY NEED (P.5, P.10). THEY CAN USE PSIONIC
SPELLCASTING TO CAST THEIR SPELLS WITH JUST SOMATIC COMPO-
NENTS (P.5).

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Class: Dream Shifter Creating a Dream Shifter
CULTISTS DRAG AN UNARMED HUMAN WARRIOR ONTO WHEN CREATING A DREAM SHIFTER, THINK ABOUT THE PROCESS YOU
AN ALTAR – ANOTHER SACRIFICE FOR THE GOLDEN GOD- WENT THROUGH BETWEEN DISCOVERING YOUR PSIONICS AND SETTING
DESS. WITHIN A HEARTBEAT THE HUMAN’S HANDS TRANSFORM INTO OUT ON YOUR ADVENTURE.
BEAR CLAWS AND HIS SKIN INTO FEATHERS AND FLAMES. PANICKED, HOW DID YOU START EXPLORING YOUR NEWFOUND ABILITIES? DID
THE CULTISTS FLEE THE TEMPLE AS THE SURREAL CREATURE RISES. YOU TRY TO KEEP THEM A SECRET OR DID YOU USE THEM OPENLY?
A MERCENARY CAPTAIN DASHES OUT OF A CAVE, CURSING THE DO YOU HAVE A FRIEND OR A MENTOR TO HELP YOU UNDERSTAND
NAME OF HIS CONTRACTOR, HIS REMAINING WARRIORS FOLLOWING YOURSELF?
CLOSE BEHIND. AS THE SURVIVORS REGROUP IN THE FALLING SNOW, HOW DO YOU DEAL WITH THIS UNCONTROLLABLE PSIONIC SIDE OF
THEY ARE APPROACHED BY AN ELF. WITH A SUDDEN FLICK OF HER YOUR OWN MIND? DO YOU REGARD IT AS AN ALLY OR AS A SOURCE OF
HAND, ALL MERCENARIES EXCEPT FOR THE CAPTAIN DISSOLVE INTO POWER YOU MUST SUBJUGATE?
SMOKE. SHE THANKS THE CAPTAIN FOR REVEALING THE NAME SHE WHY HAVE YOU DECIDED TO BECOME AN ADVENTURER? IS THERE
HAD BEEN LOOKING FOR. IRRITATED, THE LEADER DRAWS HIS BLADE, A MYSTERY IN YOUR WORLD THAT IS CALLING TO YOU, OR ARE YOU TRY-
BUT AS HE WANTS TO CHARGE, HE WAKES UP IN HIS TENT. ING TO TEST THE LIMITS OF YOUR TRANSFORMED SELF?
AWAKENED BY THE SOUND OF A FIGHT OUTSIDE, A DWARVEN
Quick Build
SHAMAN STEPS OUT OF HIS TENT INTO THE NIGHT. HIS BODY IS
YOU CAN MAKE A DREAM SHIFTER QUICKLY BY FOLLOWING THESE
COMPOSED OF SUNLIT WATER PROJECTING BRIGHT BLUE REFLECTIONS
SUGGESTIONS. FIRST, WISDOM SHOULD BE YOUR HIGHEST ABILITY
ALL AROUND HIM. A LARGE ICE LIZARD IS ATTACKED THE CAMP,
SCORE, FOLLOWED BY CONSTITUTION. SECOND, CHOOSE THE HERMIT
FREEZING THE DEFENDERS WITH ITS BREATH. AS THE SHAMAN CLOSES
BACKGROUND. THIRD, CHOOSE THE NIGHTMARE AFFECT AS YOUR
HIS EYES, HIS SURREAL FORM STARTS BOILING AND FLAMES SPRING
PSIONIC AFFECT.
FROM HIS HANDS. THEN, WITHOUT HESITATION HE CHARGES TOWARD
THE CREATURE, UNIMPRESSED BY THE DEADLY HAZE. Optional Rule: Multiclassing
DREAM SHIFTERS HAVE A SPECIAL CONNECTION TO THE SUBCON- IF YOUR GROUP USES THE OPTIONAL RULE ON MULTICLASSING IN THE
SCIOUS. TO BE A DREAM SHIFTER MEANS TO EMBRACE ASPECTS OF PLAYER’S HANDBOOK, THERE’S WHAT YOU NEED TO KNOW IF YOU
ONESELF ONE CAN NEITHER UNDERSTAND NOR CONTROL, TO BRING CHOOSE DREAM SHIFTER AS ONE OF YOUR CLASSES.
THEM TO THE SURFACE AND TRANSFORM. IN THEIR NEW FORMS DREAM Ability Score Minimum. AS A MULTICLASS CHARACTER, YOU
SHIFTERS CAN OVERCOME THEIR LIMITATIONS AND CHASE THE MYS- MUST HAVE AT LEAST A WISDOM SCORE OF 13 TO TAKE A LEVEL IN
TERIES OF THEIR TIME. THIS CLASS. OR TO TAKE A LEVEL IN ANOTHER CLASS IF YOU ARE AL-
READY A DREAM SHIFTER.
Confronting the Subconscious Proficiencies Gained. IF DREAM SHIFTER ISN’T YOUR INITIAL
LIKE BEHOLDERS, DREAM SHIFTERS HAVE A NATURAL WELL OF PSIONIC CLASS, HERE ARE THE PROFICIENCIES YOU GAIN WHEN YOU TAKE YOUR
POWER CONNECTED TO THEIR DREAMS. WHEN UNLEASHED, THEIR FIRST LEVEL AS A DREAM SHIFTER: LIGHT ARMOR, MEDIUM ARMOR.
RAW, UNFOCUSSED PSIONICS TRANSFORM A DREAM SHIFTER INTO A Variant Psionic Ability
PHYSICAL REFLECTION OF THEIR MIND, SOMETHING SURREAL AND AS A DREAM SHIFTER YOU USE YOUR WISDOM ABILITY FOR SOME OF
UNIQUE. DEPENDING ON THE EMOTIONS THEY BRING TO THE SUR- YOUR CLASS AND SUBCLASS FEATURES. HOWEVER, WITH YOUR DM’S
FACE, A DREAM SHIFTER CAN BECOME A HORRIFYING MONSTER OR A PERMISSION, YOU CAN CHOOSE TO INSTEAD USE YOUR INTELLIGENCE
SOOTHING PRESENCE. OR CHARISMA ABILITY FOR ALL YOUR DREAM SHIFTER FEATURES THAT
BECAUSE OF THE CONNECTION BETWEEN A DREAM SHIFTER’S SUB- USE YOUR WISDOM ABILITY BY DEFAULT. WHILE WISDOM TAPS INTO
CONSCIOUS AND THEIR ABILITIES, THEY NEED TO CULTIVATE AN AWARE- THE SUBCONSCIOUS THROUGH INTROSPECTION, CHARISMA DOES IT
NESS OF THEIR OWN THOUGHT PATTERNS AND DEVELOP INDIVIDUAL THROUGH SELF-EXPRESSION, AND INTELLIGENCE THROUGH THE
TECHNIQUES TO MASTER THEIR OWN MIND. THE JOURNEY OF DREAM KNOWLEDGE AND APPLICATION OF PSYCHOLOGICAL CONCEPTS.
SHIFTERS OFTEN LEADS THEM TO SECLUSION AND INTROSPECTION, AS IF YOU CHOOSE TO USE INTELLIGENCE OR CHARISMA AS YOUR
THEY EXPLORE THEIR OWN THOUGHTS AND EMOTIONS IN THEIR PSIONIC ABILITY, YOU MUST ALSO CHOOSE THE RESPECTIVE SAVING
DREAMS. THROW PROFICIENCY.
ONCE THEY CAN RELIABLY ACCESS THEIR PSIONIC TRANSFORMATION,
THEY ARE READY TO FACE THE DANGERS OF THEIR WORLD ON THEIR OWN
TERMS.

Paragons of the Contradictory


BECAUSE OF THEIR PERSPECTIVE ON THOUGHTS AND EMOTIONS,
DREAM SHIFTERS USUALLY PUT AS MUCH ATTENTION ON NAVIGATING
THE PERSONALITY PATTERNS OF OTHERS AS ON NAVIGATING THE PHYS-
ICAL TERRAIN OR CULTURAL CONVENTIONS.
TO DREAM SHIFTERS CONFLICTS ARE FREQUENTLY RIDDLES OF PER-
SONAL VALUES AND MOTIVATIONS RATHER THAN SITUATIONS THAT CALL
FOR A MORAL STAND. THOUGH, THIS DOESN’T MAKE FIGHTING ANY
LESS OF A VIABLE SOLUTION.
IN A WORLD WHERE THE LINES ARE ALREADY DRAWN, AND THE SIDES
ARE CHOSEN DREAM SHIFTERS STAND IN AS CHAMPIONS OF THE CON-
TRADICTORY AND IRRATIONAL. AS WITH THEMSELVES, THINGS ARE SEL-
DOM AS THEY SEEM. THERE IS ALWAYS A SECOND LAYER WORTH AN-
OTHER LOOK, SOMETHING UNEXPECTED THAT IS WAITING TO HAPPEN.

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Class Features THE DREAM SHIFTER
AS A DREAM SHIFTER, YOU GAIN THE FOLLOWING CLASS FEATURES. Level Proficiency Features
Bonus
Hit Points 1st +2 Dream Shape, Psionic Affect
Hit Dice: 1D8 PER DREAM SHIFTER LEVEL 2nd +2 Mind Trick, Draw from Dreams,
Hit Points at 1st Level: 8 + YOUR CONSTITUTION MODIFIER Lucid Rest
Hit Points at Higher Levels: 1D8 (OR 5) + YOUR CONSTITUTION 3rd +2 Psionic Affect Feature
MODIFIER PER DREAM SHIFTER LEVEL AFTER 1ST
4th +2 Ability Score Improvement
Proficiencies 5th +3 Extra Attack,
Armor: LIGHT ARMOR, MEDIUM ARMOR Draw from Dreams Improvement
Weapons: SIMPLE WEAPONS, LONGSWORDS, RAPIERS, SHORT- 6th +3 Ease of Mind, Psionic Affect Feature
SWORDS 7th +3 Stable Anomaly
Tools: ONE MUSICAL INSTRUMENT, ONE GAMING SET, OR PAINTER’S
SUPPLIES 8th +3 Ability Score Improvement
Saving Throws: INTELLIGENCE OR CHARISMA, WISDOM 9th +4 Gifts Unfolding
Skills: CHOOSE TWO FROM HISTORY, INSIGHT, INVESTIGATION, 10th +4 Psionic Affect Feature
PERCEPTION, PERFORMANCE, RELIGION, SLEIGHT OF HAND, AND 11th +4 Episodic Coherence,
SURVIVAL Draw from Dreams Improvement
Equipment 12th +4 Ability Score Improvement
YOU START WITH THE FOLLOWING EQUIPMENT, IN ADDITION TO THE 13th +5 Memento
EQUIPMENT GRANTED BY YOUR BACKGROUND: 14th +5 Psionic Affect Feature
• (A) A RAPIER (B) A LONGSWORD OR (C) ANY SIMPLE WEAPON 15th +5 Stable Anomaly (2 Anomalies)
• (A) A SHORTBOW AND A QUIVER OF 20 ARROWS, OR (B) FIVE 16th +5 Ability Score Improvement
JAVELINS
17th +6 Draw from Dreams Improvement
• (A) AN ENTERTAINER’S PACK OR (B) AN EXPLORER’S PACK
• LEATHER ARMOR AND A DAGGER. 18th +6 Bottomless Gift
19th +6 Ability Score Improvement
Dream Shape
20th +6 Surreal Titan
STARTING AT 1ST LEVEL YOU CAN MAGICALLY TRANSFORM INTO A PHYS-
MANIFESTATIONS
ICAL REFLECTION OF YOUR MIND.
d8 Manifestation
Dream Points 1 Unshackled Movement
THE POWER OF YOUR DREAM SHAPE IS REPRESENTED BY A NUMBER 2 Phantasmal Strikes
OF DREAM POINTS.
3 Elemental Attack
Number of Dream Points = your Dream shifter level +
4 Telekinetic Armor
your Wisdom modifier
5 Ethereal Resistance
Manifestations and Anomalies
6 (See Subclass)
MANIFESTATIONS ARE A SET OF 7 DYNAMICALLY SCALING FEATURES
THAT DETERMINE THE BENEFITS PROVIDED BY YOUR DREAM SHAPE. 7 (See Subclass)
EACH MANIFESTATION ADDS CERTAIN BENEFITS DEPENDING ON THE 8 Emerging Anomaly
NUMBER OF DREAM POINTS ASSIGNED TO IT. ASSIGNING DREAM ANOMALIES
POINTS TO A MANIFESTATION ADDS NEW BENEFITS TO YOUR DREAM d20 Anomaly d20 Anomaly
SHAPE WHILE UNASSIGNING DREAM POINTS REMOVES THEM
AGAIN. EACH MANIFESTATION PROVIDES ADDITIONAL BENEFITS AT 1,3 1 Abstract 11 Nimble
AND 6 DREAM POINTS. 2 Assimilating 12 Padded
ANOMALIES ARE A SET OF 20 SPECIAL COMPLEMENTARY FEATURES 3 Camouflage 13 Psychedelic
THAT FUNCTION LIKE MANIFESTATIONS EXCEPT THEY ONLY PROVIDE 4 Crackling 14 Slippery
BENEFITS AT 1 DREAM POINT.
YOU FIND ALL MANIFESTATIONS, ANOMALIES, AND THEIR DESCRIP- 5 Distorting 15 Responsive
TIONS IN THE “MANIFESTATIONS AND ANOMALIES” SECTIONS AT THE 6 Elastic 16 Swift
END OF THE CLASS’S DESCRIPTION (P.10). USE ONE OF THE MANIFES- 7 Ferocious 17 Symbiotic
TATION SHEETS AT THE END OF THIS DOCUMENT TO TRACK YOUR
8 Fluid 18 Tranquil
DREAM POINTS AND THE BENEFITS OF YOUR DREAM SHAPE (P.23).
9 Glowing 19 Vigorous
Assigning Dream Points
10 Indomitable 20 Weightless
YOUR DREAM SHAPE IS FORMED BY BOTH, YOUR CONSCIOUS AND
YOUR SUBCONSCIOUS MIND. WHEN YOU GAIN THIS FEATURE, ASSIGN Random Assignment. WHEN ASSIGNING A DREAM POINT
HALF OF YOUR DREAM POINTS (ROUNDED DOWN) FREELY AND THEN RANDOMLY, ROLL ON THE MANIFESTATIONS TABLE, AND ASSIGN THE
THE REST RANDOMLY. DREAM POINT TO THE RESULTING MANIFESTATION. WHEN ROLLING AN
Free Assignment. WHEN ASSIGNING A DREAM POINT FREELY, 8 ON THE MANIFESTATIONS TABLE, ROLL ON THE ANOMALIES TABLE
CHOOSE A MANIFESTATION FROM AMONG RESULTS 1-7 ON THE MAN- AND ASSIGN THE DREAM POINT TO THE RESULTING ANOMALY IN-
IFESTATIONS TABLE, AND ASSIGN THE DREAM POINT TO IT. STEAD.

4
Assuming the Dream Shape Spell save DC = 8 + your proficiency bonus +
YOU CAN ASSUME YOUR DREAM SHAPE AS AN ACTION. IT ENDS IF your Wisdom modifier.
YOU ARE KNOCKED UNCONSCIOUS. YOU CAN ALSO END YOUR DREAM
Spell attack modifier = your proficiency bonus +
SHAPE ON YOUR TURN AS A BONUS ACTION.
your Wisdom modifier.
WHILE YOUR DREAM SHAPE IS ACTIVE, YOUR GAME STATISTICS,
FEATURES, AND PROFICIENCIES STAY THE SAME, EXCEPT YOU GAIN Psionic Spellcasting. CASTING DREAM SHIFTER SPELLS
THE BENEFITS OF YOUR MANIFESTATIONS AND ANOMALIES AND YOU DOESN’T REQUIRE VERBAL OR MATERIAL COMPONENTS THAT LACK A
CAN’T EAT, DRINK, OR SLEEP, AND YOU CAN’T SPEAK EXCEPT WHEN GOLD COST AND AREN’T CONSUMED BY THE SPELL.
USING TELEPATHY. YOU CAN CHANGE ONE OF YOUR CHOSEN CANTRIPS WHENEVER YOU
THE APPEARANCE OF YOUR DREAM SHAPE IS DETERMINED BY GAIN A LEVEL IN THIS CLASS.
YOUR SUBCLASS AND YOUR MANIFESTATIONS THAT HAVE DREAM
POINTS ASSIGNED TO THEM. YOUR BASIC FORM STAYS THE SAME; IF Draw from Dreams
YOU’RE BIPEDAL, YOU CAN’T USE YOUR DREAM SHAPE TO BECOME STARTING AT 2ND LEVEL YOU CAN DRAW FROM YOUR UNCONTROLLED,
QUADRUPEDAL, FOR INSTANCE. YOUR DREAM SHAPE IS OBVIOUSLY PSIONIC POWER AND FOCUS IT. AS A BONUS ACTION, YOU CAN UNAS-
MAGICAL AND CANNOT BE USED TO DISGUISE. SIGN A DREAM POINT TO CHOOSE ADAPT, RENEW, OR INVOKE.
WHEN YOU ASSUME YOUR DREAM SHAPE, YOU CHOOSE FOR EACH
PIECE OF EQUIPMENT WHETHER IT IS SUSPENDED IN AN EXTRADI- Adapt
MENSIONAL SPACE UNTIL YOUR DREAM SHAPE ENDS OR IS WORN BY FOCUSING YOUR PSIONIC POWER INCREASES THE INFLUENCE OF YOUR
YOU. WORN EQUIPMENT FUNCTIONS AS NORMAL, BUT ITS APPEAR- CONSCIOUS MIND ON YOUR DREAM SHAPE CAUSING IT TO SWITCH
ANCE CHANGES TO MATCH YOUR DREAM SHAPE UNTIL YOUR DREAM INTO A MORE USEFUL CONFIGURATION.
SHAPE ENDS OR THE EQUIPMENT IS NOT WORN AT THE END OF YOUR UNASSIGN AN ADDITIONAL DREAM POINT, THEN ASSIGN IT FREELY.
TURN. YOU CAN UNASSIGN AND FREELY ASSIGN AN ADDITIONAL DREAM
POINT AT 5TH (2), 11TH (3), AND 17TH LEVEL (4).
Restoring Dream Points
WHENEVER YOU FINISH A LONG REST, YOU CAN RESTORE YOUR DREAM Renew
POINTS. TO DO SO, UNASSIGN ALL OF YOUR DREAM POINTS, THEN YOU DIRECT THE FOCUSED PSIONIC POWER INTO YOUR BODY GAINING
ASSIGN THEM RANDOMLY. IF YOU SPENT AT LEAST ONE HOUR OF YOUR CONTROL OVER ITS NATURAL REGENERATION.
LONG REST FOLLOWING A MENTAL EXERCISE, INSTEAD, ASSIGN HALF OF YOU CAN SPEND ONE HIT DIE. IF YOU DO, ROLL IT, AND ADD YOUR
YOUR DREAM POINTS (ROUNDED DOWN) FREELY AND THEN THE REST CONSTITUTION MODIFIER TO THE RESULT. YOU REGAIN HIT POINTS
RANDOMLY. EQUAL TO THE TOTAL. YOU CAN SPEND AN ADDITIONAL HIT DIE AT 5TH
Mental Exercise. EXERCISES TO EMOTIONALLY PROCESS THE (2), 11TH (3), AND 17TH LEVEL (4).
USE OF YOUR PSIONICS ARE PERSONAL AND INCLUDE MAKING MUSIC,
Invoke
PLAYING GAMES, PAINTING, OR FOLLOWING A PSIONIC MEDITATION.
YOU CHANNEL THE FOCUSED PSIONIC POWER OUTWARD WHERE IT
Psionic Affect MANIFESTS AS NEW, REALITY BENDING ABILITIES.
YOU LEARN A CANTRIP FROM THE DREAM SHIFTER CANTRIP LIST. IT
AT 1ST LEVEL, CHOOSE WHICH SET OF EMOTIONS ARE CARRIED TO THE COUNTS AS A DREAM SHIFTER SPELL FOR YOU. YOU FORGET IT AT THE
SURFACE BY YOUR TRANSFORMATION: NIGHTMARE AFFECT, HARMONY END OF YOUR NEXT LONG REST.
AFFECT, OR MYSTERY AFFECT, ALL DETAILED AT THE END OF THE CLASS
DESCRIPTION. THE affect YOU CHOOSE GRANTS YOU FEATURES AT 1ST Dream Shifter Cantrip List
LEVEL AND AGAIN AT 3RD, 6TH, 10TH, AND 14TH LEVEL. CANTRIPS (0 LEVEL)
control flames minor illusion skip strike*
Mind Trick
frostbite mold earth thaumaturgy
AT 2ND LEVEL NEW PSIONIC ABILITIES EMERGE. YOU LEARN TWO gust produce flame thunderclap
FROM AMONG THE FOLLOWING CANTRIPS: FRIENDS, MAGE HAND, lightning lure shape water whirling whisps*
MESSAGE AND PEEK*. THEY COUNT AS DREAM SHIFTER SPELLS FOR
YOU. EACH OF THEM HAS A MODIFICATION: Lucid Rest
Friends. THE TARGET ONLY BECOMES HOSTILE IF IT BELIEVES YOU BEGINNING AT 2ND LEVEL, YOUR RATE OF RECOVERY INCREASES.
HAVE TAKEN ADVANTAGE OF IT. WHEN YOU FINISH A LONG REST, YOU REGAIN ALL HIT DICE ASSOCI-
Mage Hand. THE HAND IS INVISIBLE, AND YOU CAN MOVE THE ATED WITH YOUR DREAM SHIFTER LEVEL (YOU STILL ONLY GAIN HALF OF
HAND TO ANY POINT YOU SEE WITHIN RANGE. THE HIT DICE GRANTED BY OTHER CLASSES).
Message. YOU DON’T NEED TO WHISPER THE MESSAGE AND YOU
CAN TARGET ANY NUMBER OF CREATURES WITHIN RANGE. Ability Score Improvement
Peek. THE SPELL HAS A RANGE OF 30 FEET, AND THE CUBE EXTENDS
FROM A POINT YOU CAN SEE WITHIN THE SPELL’S RANGE. WHEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH, 16TH, AND
ADDITIONALLY, CAN CAST THE SLEEP SPELL ONCE WITHOUT USING A 19TH LEVEL, YOU CAN INCREASE ONE ABILITY SCORE OF YOUR CHOICE
SPELL SLOT. IT COUNTS AS A DREAM SHIFTER SPELL FOR YOU. YOU CAN’T BY 2, OR YOU CAN INCREASE TWO ABILITY SCORES OF YOUR CHOICE BY
DO SO AGAIN UNTIL YOU FINISH A LONG REST. 1. AS NORMAL, YOU CAN’T INCREASE AN ABILITY SCORE ABOVE 20
USING THIS FEATURE.
Spellcasting Ability. WISDOM IS YOUR SPELLCASTING ABILITY USING THE OPTIONAL FEATS RULE, YOU CAN FORGO TAKING THIS FEA-
FOR DREAM SHIFTER SPELLS. YOU USE YOUR WISDOM WHENEVER A TURE TO TAKE A FEAT OF YOUR CHOICE INSTEAD.
SPELL REFERS TO YOUR SPELLCASTING ABILITY. IN ADDITION, USE YOUR
WISDOM MODIFIER WHEN SETTING THE SAVING THROW DC FOR A Extra Attack
DREAM SHIFTER SPELL YOU CAST AND WHEN MAKING AN ATTACK ROLL BEGINNING AT 5TH LEVEL, YOU CAN ATTACK TWICE, INSTEAD OF ONCE,
WITH ONE. WHENEVER YOU TAKE THE ATTACK ACTION ON YOUR TURN.

5
Ease of Mind Bottomless Gift
AT 6TH LEVEL, YOUR PSIONICS BECOME MORE VERSATILE. YOU CAN STARTING AT 18TH LEVEL YOU CAN USE YOUR MOST POWERFUL
CAST THE CATNAP SPELL ONCE WITHOUT USING A SPELL SLOT. IT PSIONIC ABILITIES WITH EASE. WHEN YOU CAST THE CATNAP SPELL
COUNTS AS A DREAM SHIFTER SPELL FOR YOU. YOU CAN’T DO SO AGAIN AS PART OF THE EASE OF MIND FEATURE, YOU CAN UNASSIGN TWO
UNTIL YOU FINISH A LONG REST. DREAM POINTS TO DO SO AGAIN BEFORE FINISHING A LONG REST.
ADDITIONALLY, YOU CAN CAST THE CANTRIPS YOU HAVE CHOSEN AS ADDITIONALLY, WHEN YOU CAST ANY SPELL AS PART OF YOUR GIFTS
PART OF THE MIND TRICK FEATURE AS A BONUS ACTION. IF YOU HAVE UNFOLDING FEATURE, YOU CAN UNASSIGN THREE DREAM POINTS TO
CHOSEN THE MAGE HAND CANTRIP, YOU CAN CONTROL THE SPELL AS DO SO AGAIN BEFORE FINISHING A LONG REST.
A BONUS ACTION.
Surreal Titan
Stable Anomaly AT 20TH LEVEL, TAPPING INTO YOUR FULL PSIONIC POTENTIAL GROWS
STARTING AT 7TH LEVEL, YOUR CONSCIOUS MIND STARTS TO MANIFEST YOUR DREAM SHAPE DRAMATICALLY. WHEN ASSUMING YOUR
IN MORE COMPLEX WAYS. WHEN ASSIGNING DREAM POINTS FREELY DREAM SHAPE, OR AS AN ACTION WHILE YOUR DREAM SHAPE IS
AS PART OF RESTORING YOUR DREAM POINTS, YOU CAN CHOOSE TO ACTIVE, YOU CAN UNASSIGN A DREAM POINT TO BECOME LARGER. IF
ASSIGN ONE DREAM POINT TO A RESULT ON THE ANOMALIES TABLE YOU DO, YOUR SIZE DOUBLES IN ALL DIMENSIONS, AND YOUR WEIGHT
INSTEAD OF THE MANIFESTATIONS TABLE. IS MULTIPLIED BY EIGHT. THIS GROWTH INCREASES YOUR SIZE BY ONE
YOU CAN ASSIGN AN ADDITIONAL DREAM POINT TO A RESULT ON CATEGORY – FROM MEDIUM TO LARGE FOR EXAMPLE. IF THERE ISN’T
THE ANOMALY TABLE AT 15TH LEVEL. ENOUGH ROOM FOR YOU TO DOUBLE YOUR SIZE, YOU ATTAIN THE MAX-
IMUM POSSIBLE SIZE IN THE SPACE AVAILABLE. WHILE ENLARGED,
Gifts Unfolding YOU GAIN THE FOLLOWING BENEFITS:
STARTING AT 9TH LEVEL, YOUR PSIONIC POTENTIAL EXPANDS FURTHER. • YOU HAVE ADVANTAGE ON STRENGTH CHECKS AND STRENGTH
WHEN YOU CAST THE SLEEP SPELL AS PART OF THE MIND TRICK FEA- SAVING THROWS.
TURE, YOU CAN UNASSIGN A DREAM POINT TO DO SO AGAIN BEFORE • WHEN YOU HIT WITH A WEAPON ATTACK YOU CAN ADD A D4 TO
FINISHING A LONG REST. THE DAMAGE ROLL.
ADDITIONALLY, YOU CAN CAST TWO SPELLS DEPENDING ON THE CAN- • AT THE BEGINNING OF EACH TURN, YOU GAIN TEMPORARY HIT
TRIPS YOU HAVE CHOSEN AS PART OF THE MIND TRICK FEATURE. THE POINTS EQUAL TO YOUR WISDOM MODIFIER WHICH LAST UNTIL THE
GIFTS UNFOLDING SPELLS TABLE SHOWS THE SPELLS ASSOCIATED BEGINNING OF YOUR NEXT TURN.
WITH YOUR CHOSEN CANTRIPS. THEY COUNT AS DREAM SHIFTER
THIS EFFECT LASTS UNTIL YOUR DREAM SHAPE ENDS OR UNTIL YOU
SPELLS FOR YOU. YOU CAN CAST EITHER SPELL ONCE WITHOUT USING A
USE THIS FEATURE AGAIN.
SPELL SLOT. ONCE YOU’VE CAST EITHER OF THESE SPELLS, YOU CAN’T
DO SO AGAIN UNTIL YOU FINISH A LONG REST.
Psionic Affect
GIFTS UNFOLDING SPELLS ONE SET OF EMOTIONS IS WOUND UP IN YOUR DREAM SHAPE AND
Cantrip Spell YOUR PSIONIC ABILITIES.
Friends Modify Memory
Mage hand Telekinesis
Nightmare Affect
Message Dream THE NIGHTMARE AFFECT MANIFESTS ANXIETY AND ANGER. PRO-
CESSING THESE EMOTIONS, DREAM SHIFTERS GAIN THE STRENGTH TO
Peek* Scrying
FACE THEIR FEARS. THEY EXPLORE THE DARK PLACES OF THEIR WORLD.
THEY HUNT DANGEROUS CREATURES AND DELIBERATELY PUT THEM-
Episodic Coherence SELVES INTO PERILOUS SITUATIONS JUST TO LEARN FROM THE EXPERI-
STARTING AT 11TH LEVEL, THE SYMBOLS AND THEMES IN YOUR ENCE AND BECOME PHYSICALLY AND MENTALLY STRONGER.
DREAMS START TO CONNECT TO EACH OTHER. WHEN ASSIGNING Bonus Proficiency
DREAM POINTS RANDOMLY, IF YOU HAVE THREE OR MORE UNAS- WHEN YOU CHOOSE THIS AFFECT, YOU GAIN PROFICIENCY WITH THE
SIGNED DREAM POINTS, ASSIGN THREE DREAM POINTS TO THE RE- INTIMIDATION SKILL, OR WITH THE SURVIVAL SKILL IF YOU ARE ALREADY
SULTING MANIFESTATION INSTEAD OF ONE. WHEN ROLLING AN 8 THIS PROFICIENT WITH THE INTIMIDATION SKILL.
WAY, ROLL THREE TIMES ON THE ANOMALIES TABLE INSTEAD OF ONCE
AND ASSIGN ONE UNASSIGNED DREAM POINT TO EACH RESULT. Manifested Horror
THE NIGHTMARE AFFECT GIVES YOUR DREAM SHAPE A FRIGHTENING
Memento APPEARANCE. YOUR MANIFESTATIONS AND ANOMALIES ALSO AS-
SUME THIS VISUAL THEME. ROLL ON THE HORROR THEMES TABLE TO
AT 13TH LEVEL YOU CAN DIG INTO YOUR MEMORY TO RESURFACE AND
DETERMINE ITS VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR
CONNECT EVERY THOUGHT YOU EVER HAD ABOUT A CERTAIN TOPIC.
COMBINE TWO. YOU MAY ALSO COME UP WITH A NEW ONE.
WHENEVER YOU MAKE AN INTELLIGENCE (ARCANA), INTELLIGENCE
(HISTORY), INTELLIGENCE (NATURE) OR INTELLIGENCE (RELIGION) HORROR THEMES
CHECK, IF YOU ARE NOT PROFICIENT WITH THAT SKILL, YOU CAN GAIN d6 Appearance
PROFICIENCY WITH THAT SKILL UNTIL YOU FINISH A LONG REST. 1 Long-limbed and made up of black smoke
ONCE YOU HAVE USED THIS FEATURE, YOU CAN’T DO SO AGAIN UNTIL
2 Predatory animals melded together
YOU FINISH A LONG REST UNLESS YOU UNASSIGN A DREAM POINT TO
DO SO. 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

6
WHILE YOU CAN’T SPEAK IN YOUR DREAM SHAPE, YOUR DREAM Profound Courage
SHAPE CAN STILL PRODUCE TERRIFYING SOUNDS, SUCH AS GROWLS, AT 10TH LEVEL YOU GAIN A DEEPER UNDERSTANDING OF ANXIETY.
INCOMPREHENSIBLE WHISPERING OR HOWLING WIND. DETERMINE A YOUR PROFICIENCY BONUS FOR YOUR CHARISMA (INTIMIDATION)
SET OF SOUNDS THAT MATCHES YOUR DREAM SHAPE. CHECKS IS DOUBLED.
ADDITIONALLY, RESULTS 6 AND 7 OF YOUR MANIFESTATIONS TABLE ADDITIONALLY, YOU CAN’T BE FRIGHTENED.
ARE AS INDICATED ON THE HORROR MANIFESTATIONS TABLE.
Daring Deviation
HORROR MANIFESTATIONS STARTING AT 14TH LEVEL YOU ACHIEVE A NEW LEVEL OF CONTROL OVER
d8 Manifestation YOUR DREAM SHAPE. WHEN CHOOSING ADAPT AS PART OF THE
6 Uncanny Accuracy DRAW FROM DREAMS FEATURE AND ASSIGNING DREAM POINTS
7 Psychometric Survival FREELY, YOU CAN CHOOSE ONE OF THE RESULTS ON THE ANOMALIES
TABLE INSTEAD OF THE MANIFESTATIONS TABLE. IF YOU DO, YOU GAIN
Twisted Adaption AN ADDITIONAL BONUS ACTION ON THIS TURN. YOU CAN ONLY USE THIS
AT 3RD LEVEL, YOUR DREAM SHAPE ERUPTS WITH PSIONIC FEAR AS BONUS ACTION FOR ABILITIES PROVIDED BY THE CHOSEN ANOMALY.
YOU TRANSFORM. WHENEVER YOU CHOOSE ADAPT AS PART OF THE
DRAW FROM DREAMS FEATURE EACH HOSTILE CREATURE WITHIN 10
Harmony Affect
FEET MUST SUCCEED ON A WISDOM SAVING THROW AGAINST YOUR THE HARMONY AFFECT MANIFESTS GRATITUDE AND HOPE. THIS AF-
SPELL SAVE DC OR TAKE 1D6 PSYCHIC DAMAGE. FECT ALLOWS DREAM SHIFTERS TO PERSEVERE IN DIFFICULT SITUATIONS.
STARTING AT 7TH LEVEL EACH CREATURE THAT FAILS THIS SAVING THEY BECOME THE EYE OF THE STORM, A SAFE REFUGE IN A JUDG-
THROW AND IS AWARE OF YOU ALSO BECOMES FRIGHTENED OF YOU MENTAL WORLD. THEY SEE TO THE CORE OF CONFLICTS AND TRY TO RE-
UNTIL THE BEGINNING OF YOUR NEXT TURN. SOLVE THEM EFFECTIVELY. IF SOMEBODY DOESN’T SEEM TO HAVE A
STARTING AT 13TH LEVEL, EACH CREATURE THAT FAILS THIS SAVING PLACE IN THE WORLD, A HARMONY DREAM SHIFTER WILL LIKELY TRY TO
THROW TAKES 2D6 PSYCHIC DAMAGE INSTEAD OF 1D6. FIND OR RESTORE THAT PLACE.
STARTING AT 19TH LEVEL THIS FEATURE AFFECTS EACH HOSTILE CREA-
Bonus Proficiency
TURE WITHIN 20 INSTEAD OF 10 FEET.
WHEN YOU CHOOSE THIS AFFECT, YOU GAIN PROFICIENCY WITH THE
Personal Terror PERSUASION SKILL, OR WITH THE INSIGHT SKILL IF YOU ARE ALREADY
PROFICIENT WITH THE PERSUASION SKILL.
STARTING AT 6TH LEVEL YOU CAN SINGLE OUT A CREATURE BY PAR-
TIALLY STEPPING INTO ITS SUBCONSCIOUS. AS A BONUS ACTION, YOU Manifested Grace
CAN CHOOSE A CREATURE YOU CAN SEE WITHIN 60 FEET AND BE- THE MYSTERY AFFECT GIVES YOUR DREAM SHAPE A PLEASANT AP-
COME INVISIBLE TO EVERY OTHER CREATURE THAT’S HOSTILE OR INDIF- PEARANCE. YOUR MANIFESTATIONS AND ANOMALIES ALSO ASSUME
FERENT TOWARDS YOU FOR 1 MINUTE. THIS EFFECT ENDS IF THE TAR- THIS VISUAL THEME. ROLL ON THE GRACE THEMES TABLE TO DETER-
MINE ITS VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR COMBINE
GET IS EVER MORE THAN 60 FEET FROM YOU AT THE END OF YOUR
TWO. YOU MAY ALSO COME UP WITH A NEW ONE.
TURN, IMMEDIATELY AFTER YOU DEAL DAMAGE TO ANY CREATURE
THAT IS NOT THE TARGET, OR IF YOU USE THIS FEATURE AGAIN. YOU GRACE THEMES
CAN CHOOSE TO END THIS EFFECT AS A BONUS ACTION. d6 Appearance
YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE 1 Floating brush strokes forming a body
IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL. 2 Colorful animals melded together
3 Flowers, vines, and leaves
4 A humanoid musical instrument
5 A flawless anatomical statue
6 Shimmering crystals and gems

WHILE YOU CAN’T SPEAK IN YOUR DREAM SHAPE, YOUR DREAM


SHAPE CAN STILL PRODUCE MELODIC SOUNDS SUCH AS BIRDSONGS,
AN INCOMPREHENSIBLE CHOIR OR HUMMING. DETERMINE A SET OF
SOUNDS THAT MATCHES YOUR DREAM SHAPE.
ADDITIONALLY, RESULTS 6 AND 7 OF YOUR MANIFESTATIONS TABLE
ARE AS INDICATED ON THE GRACE MANIFESTATIONS TABLE.
Nightmare
Affect GRACE MANIFESTATIONS
d8 Manifestation
6 Saving Grace
7 Empathic Insight

7
Interdependence
STARTING AT 14TH LEVEL YOU CAN PSIONICALLY TRANSFER LIFE FORCE.
WHENEVER YOU CHOOSE RENEW AS PART OF THE DRAW FROM
DREAMS FEATURE, YOU AND ANY OF THE TARGETED CREATURES CAN
ALSO ROLL HIT DICE (AND ADD ITS CONSTITUTION MODIFIER) TO HAVE
ANY OTHER OF THESE CREATURES REGAIN HIT POINTS.

Mystery Affect
THE MYSTERY AFFECT MANIFESTS FASCINATION AND CURIOSITY.
DREAM SHIFTERS THAT ACCESS THIS AFFECT RECONNECT WITH THEIR
INNER CHILD. TO THEM REALITY IS RELATIVE, AND THEY WARP IT TO
OVERCOME WHATEVER OBSTACLE IS IN THEIR WAY. THEY WALK INTO
UNCHARTED LANDS AND DESCENDING INTO BOTTOMLESS PITS WHERE
THEY FIND A NEW SIDE OF THE WORLD AND THEMSELVES.
Bonus Proficiency
Harmony
Affect WHEN YOU CHOOSE THIS AFFECT, YOU GAIN PROFICIENCY WITH THE
DECEPTION SKILL, OR WITH THE PERCEPTION SKILL IF YOU ARE ALREADY
PROFICIENT WITH THE DECEPTION SKILL.
Manifested Enigma
THE MYSTERY AFFECT GIVES YOUR DREAM SHAPE A BIZARRE AP-
PEARANCE. YOUR MANIFESTATIONS AND ANOMALIES ALSO ASSUME
THIS VISUAL THEME. ROLL ON THE ENIGMA THEMES TABLE TO DE-
TERMINE ITS VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR COM-
BINE TWO. YOU MAY ALSO COME UP WITH A NEW ONE.
ENIGMA THEMES
d6 Appearance
1 Constellations of symbols forming a body
2 Chitinous insect features
3 Layers of fabrics veiling a being underneath
4 A faceless mannequin
5 Geometric shapes and polygons of steel or stone
6 A statue made of an unknown element
WHILE YOU CAN’T SPEAK IN YOUR DREAM SHAPE, YOUR DREAM
Renewing Veil SHAPE CAN STILL PRODUCE CURIOUS SOUNDS SUCH AS BUZZING, IN-
STARTING AT 3RD LEVEL YOU CAN CREATE A PSIONIC VEIL AROUND AN- COMPREHENSIBLE ECHOES OR TICKING. DETERMINE A SET OF
OTHER CREATURE TO ACTIVATE ITS NATURAL REGENERATION. WHEN SOUNDS THAT MATCHES YOUR DREAM SHAPE.
CHOOSING RENEW AS PART OF THE DRAW FROM DREAMS FEATURE, ADDITIONALLY, RESULTS 6 AND 7 OF YOUR MANIFESTATIONS TABLE
YOU CAN CHOOSE ANOTHER CREATURE YOU CAN SEE WITHIN 10 FEET. ARE AS INDICATED ON THE ENIGMA MANIFESTATIONS TABLE.
IT REGAINS 1 HIT POINT IF IT HAS NO HIT POINTS LEFT. THEN IT CAN
SPEND HIT DICE THE SAME WAY TO REGAIN HIT POINTS. ENIGMA MANIFESTATIONS
STARTING AT 7TH LEVEL, ATTACK ROLLS AGAINST THE TARGETED CREA- d8 Manifestation
TURE ARE MADE WITH DISADVANTAGE UNTIL THE BEGINNING OF YOUR 6 Focusing Prism
NEXT TURN. 7 Aura Perception
STARTING AT 13TH LEVEL INSTEAD OF CHOOSING ANOTHER CREATURE
YOU CAN SEE WITHIN 10 FEET, YOU CAN CHOOSE UP TO TWO OTHER Fractal Invocation
CREATURES YOU CAN SEE WITHIN 20 FEET. STARTING AT 3RD LEVEL YOU CHANNEL YOUR PSIONIC POWER INTO
STARTING AT 19TH LEVEL THE TARGETED CREATURES HAVE AD- EVEN MORE COMPLEX ABILITIES. YOU KNOW ANY SPELL WITH A SPELL
VANTAGE ON SAVING THROWS UNTIL THE BEGINNING OF YOUR NEXT LEVEL THAT YOU CAN CAST WITH THE MIND TRICK, EASE OF MIND AND
TURN. GIFTS UNFOLDING FEATURES.
Revitalizing Touch Spell Slots. THE MYSTERY AFFECT SPELLCASTING TABLE SHOWS
STARTING AT 6TH LEVEL YOU CAN PLANT SOOTHING IMAGES INTO THE HOW MANY SPELL SLOTS YOU HAVE TO CAST YOUR SPELLS OF 1ST LEVEL
MINDS OF PEOPLE. AS AN ACTION, YOU CAN TOUCH A WILLING CREA- AND HIGHER. TO CAST ONE OF THESE SPELLS, YOU MUST EXPEND A
TURE TO RESTORE UP TO 3 OF ITS HIT DICE. SLOT OF THE SPELL’S LEVEL OR HIGHER. YOU REGAIN ALL EXPENDED
YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE SPELL SLOTS WHEN YOU FINISH A LONG REST.
IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL. FOR EXAMPLE, IF YOU KNOW THE 1ST-LEVEL SPELL ABSORB ELE-
MENTS AND HAVE A 1ST-LEVEL AND A 2ND-LEVEL SPELL SLOT AVAILA-
Profound Serenity BLE, YOU CAN CAST ABSORB ELEMENTS USING EITHER SLOT.
AT 10TH LEVEL YOU GAIN A DEEP UNDERSTANDING OF INNER BAL-
ANCE. YOUR PROFICIENCY BONUS FOR YOUR CHARISMA (PERSUA-
SION) CHECKS IS DOUBLED.
ADDITIONALLY, YOU CAN'T BE CHARMED.

8
WHEN CHOOSING INVOKE AS PART OF YOUR DRAW FROM DREAMS Mystery Affect Spell List
FEATURE, YOU CAN LEARN A SPELL FROM THE MYSTERY AFFECT SPELL
LIST IN ADDITION TO A CANTRIP. THE SPELL MUST BE OF A LEVEL FOR 1ST LEVEL 2ND LEVEL 3RD LEVEL
WHICH YOU HAVE SPELL SLOTS. IT COUNTS AS A DREAM SHIFTER SPELL absorb elements blur call lightning
FOR YOU. YOU FORGET THIS SPELL WHEN YOU FINISH A LONG REST. bane darkness erupting earth
Reality Warp bless dust devil fly
STARTING AT 6TH LEVEL YOU GAIN A LIMITED ABILITY TO WARP REALITY color spray flaming sphere haste
AS IN A DREAM. AS AN ACTION, YOU CAN EXPEND ONE SPELL SLOT TO earth tremor gust of wind hypnotic pattern
CAST A SPELL. CHOOSE THIS SPELL FROM ANY CLASS OR SUBCLASS, IN- entangle invisibility major image
CLUDING THIS ONE. A SPELL YOU CHOOSE MUST BE OF THE SAME faerie fire levitate plant growth
LEVEL AS THE SPELL SLOT SPENT, MUST HAVE A CASTING TIME OF ONE feather fall phantasmal force slow
ACTION AND MUST NOT REQUIRE MATERIAL COMPONENTS THAT ARE fog cloud shatter tidal wave
CONSUMED BY THE SPELL. THE CHOSEN SPELL COUNTS AS A DREAM heroism skywrite water walk
SHIFTER SPELL FOR YOU. ice knife warding wind
YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE jump warpscape* 4TH LEVEL
IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL. longstrider
dimension door
Profound Oddity manifest dream*
greater invisibility
silent image
AT 10TH LEVEL YOU GAIN A NEW LEVEL OF CONTROL OVER THE WAY YOU hallucinatory terrain
ARE PERCEIVED BY OTHERS. YOUR PROFICIENCY BONUS FOR YOUR thunderwave
ice storm
CHARISMA (DECEPTION) CHECKS IS DOUBLED. phantasmal killer
ADDITIONALLY, YOU ARE IMMUNE TO SCRYING AND TO ANY EFFECT polymorph
THAT WOULD SENSE YOUR EMOTIONS, READ YOUR THOUGHTS, OR storm sphere
DETECT YOUR LOCATION. wall of fire
Inspired Imitation
STARTING AT 14TH LEVEL YOU CAN USE YOUR PSIONICS TO IMITATE
MAGIC YOU HAVE RECENTLY ENCOUNTERED. WHEN YOU CHOOSE IN-
VOKE AS PART OF YOUR DRAW FROM DREAMS FEATURE, YOU CAN
LEARN ANY SPELL YOU WITNESSED BEING CAST BY A CREATURE WITHIN
THE LAST HOUR. THE SPELL MUST BE OF A LEVEL FOR WHICH YOU HAVE
SPELL SLOTS. THE CHOSEN SPELL COUNTS AS A DREAM SHIFTER SPELL
FOR YOU.

MYSTERY AFFECT SPELLCASTING
Dream Shifter —Spell Slots per Spell Level—
Level 1st 2nd 3rd 4th
3rd 2 — — —
4th 3 — — —
5th 3 — — —
6th 3 — — —
7th 4 2 — —
8th 4 2 — — Mystery Affect

9th 4 2 — —
10th 4 3 — —
11th 4 3 — —
12th 4 3 — —
13th 4 3 2 —
14th 4 3 2 —
15th 4 3 2 —
16th 4 3 3 —
17th 4 3 3 —
18th 4 3 3 —
19th 4 3 3 1
20th 4 3 3 1

9
Manifestations and 4 Telekinetic Armor
YOUR DREAM SHAPE CREATES A PSIONIC FORCE FIELD.
Anomalies Points Effect
MANIFESTATIONS ARE A SET OF 7 DYNAMICALLY SCALING FEATURES 1 While you are not wielding a shield, your AC is 12 plus
THAT DETERMINE THE BENEFITS PROVIDED BY YOUR DREAM SHAPE. your Wisdom modifier.
ANOMALIES ARE A SET OF 20 SPECIAL, COMPLEMENTARY FEATURES 3 Instead, while you are not wielding a shield, your AC is
THAT PROVIDE ADDITIONAL BENEFITS. ASSIGNING DREAM POINTS TO 13 plus your Wisdom modifier and damage you take is
reduced by a number equal to half your Wisdom modi-
MANIFESTATIONS OR ANOMALIES ADDS NEW BENEFITS TO YOUR fier rounded down.
DREAM SHAPE WHILE UNASSIGNING DREAM POINTS REMOVES
6 Instead, while you are not wielding a shield, your AC is
THEM. 15 plus your Wisdom modifier and damage you take is
reduced by a number equal to your Wisdom modifier.
Manifestations
5 Ethereal Resistance
EACH MANIFESTATION PROVIDES BENEFITS AT 1,3 AND 6 DREAM YOUR DREAM SHAPE IS LESS SUSCEPTIBLE TO CERTAIN TYPES OF
POINTS. DAMAGE.
1 Unshackled Movement Points Effect
YOUR DREAM SHAPE INCREASES YOUR SPEED AND MOBILITY. 1 Immediately after changing the number of Dream
Points Effect Points assigned to this Manifestation, choose bludg-
eoning, cold, fire, lightning, piercing, or slashing dam-
1 Your walking speed is increased by 10 feet. Addition- age. You have resistance to the chosen damage type.
ally, if your Wisdom Score is higher than your Strength 3 Choose two instead of one damage type from among
Score, your Wisdom determines how far you can jump these types. You can also choose acid or thunder dam-
instead of your Strength. age. Additionally, you have resistance to poison dam-
3 Your walking speed is increased by an additional 5 feet age.
and your rate of descent while falling slows to 60 feet 6 Choose three instead of two damage types from among
per round. You take no falling damage. these types. You can also choose necrotic or radiant
6 Your walking speed is increased by an additional 5 damage. Additionally, you have resistance to psychic
feet. Additionally, you can move across liquids, up, damage.
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.
Harmony Affect
2 Phantasmal Strikes with Weightless
IN YOUR DREAM SHAPE YOUR HANDS BECOME FIERCE WEAPONS. Anomaly
Points Effect
1 Immediately after changing the number of Dream
Points assigned to this Manifestation, choose bludg-
eoning, piercing or slashing damage. Your unarmed
strike uses a d6 for damage and deals damage of the
chosen type. Additionally, you can use Wisdom instead
of Strength for the attack and damage rolls of your un-
armed strikes
3 Your unarmed strike counts as magical for the sake of
overcoming resistance and immunity to nonmagical
attacks and immediately after you take the Attack ac-
tion, you can make one unarmed strike as a bonus ac-
tion. Additionally, you can add your Wisdom modifier
to your Strength (Athletics) rolls.
6 Your unarmed strike uses a d10 for damage instead of
a d6. Immediately after you take the Attack action, you
can make two unarmed strikes as a bonus action.

3 Elemental Attack
YOUR DREAM SHAPE IS INFUSED WITH ELEMENTAL POWER.
Points Effect
1 Immediately after changing the number of Dream
Points assigned to this Manifestation, choose cold,
fire, or lightning damage. The first time you hit a crea-
ture with an attack on each of your turns, you deal an
extra 1d6 damage of the chosen type to that creature.
3 Instead, you deal an extra 2d6 damage of the chosen
type to that creature and 1d6 damage of the same
type to up to one other creature within 5 feet of it. Ad-
ditionally, you can choose psychic damage as the dam-
age type.
6 Instead, you deal an extra 3d6 damage of the chosen
type to that creature and 1d6 damage of the same
type to each hostile creature within 10 feet of that
creature. Additionally, you can choose force damage as
the damage type.

10
6 Uncanny Accuracy (Nightmare Affect) 6 Focusing Prism (Mystery Affect)
YOUR DREAM SHAPE INCREASES THE ACCURACY OF YOUR ATTACKS. YOUR DREAM SHAPE STORES. CHANNELS AND REDIRECTS MAGIC.
Points Effect Points Effect
1 Whenever you make a attack roll, if you didn’t roll a 1 1 When you take acid, cold, fire, lightning, or thunder
you can treat a d20 roll of 6 or lower as a 7. damage, you can use your reaction to roll 1d6 and re-
duce the incoming damage by the result. If you do, you
3 Whenever you make a attack roll, if you didn’t roll a 1, can deal the amount and type of damage that was pre-
you can treat a d20 roll of 8 or lower as a 9. Additionally, vented this way to a creature you can see within 20
you score a critical hit on a 19 or 20. feet.
6 Whenever you make a attack roll, if you didn’t roll a 1, 3 Whenever you make a Constitution saving throw to
you can treat a d20 roll of 10 or lower as an 11. Addi- maintain concentration on a spell, you gain a bonus to
tionally, you score a critical hit on an 18, 19 or 20. the saving throw equal to your Wisdom modifier. Addi-
tionally, whenever you cast a spell that requires con-
7 Psychometric Survival (Nightmare Affect) centration and has a duration of 1 minute or longer, its
duration is doubled.
YOUR DREAM SHAPE ALLOWS YOU TO SENSE RESIDUAL PSYCHIC EN-
ERGIES AND BETTER EVALUATE YOUR ENVIRONMENT. 6 You can also use a reaction to reduce incoming dam-
age when taking celestial, force or necrotic damage
Points Effect and you can roll 2d6 instead of 1d6 when doing so.
Additionally, whenever you cast a dream shifter spell
1 You know the direction to any living creature you have that requires concentration and has a duration of 1 mi-
hit with a melee attack within the last minute. nute or longer, its duration is tripled instead of dou-
3 You have advantage on Wisdom (Survival) checks. bled.
6 When searching for tracks, you can sense the residual
psychic energy left behind by creatures within the last 7 Aura Perception (Mystery Affect)
24 hours, even if there are no physical tracks. Crea- YOUR DREAM SHAPE ALLOWS YOU TO PERCEIVE HOW THE WEAVE
tures that are immune to psychic damage can’t be
tracked this way. BENDS AROUND OBJECTS AND CREATURES.
Points Effect
6 Saving Grace (Harmony Affect) 1 You have blindsight out to 10 feet.
YOUR DREAM SHAPE HELPS YOU GETTING OUT OF DIFFICULT SITUA-
TIONS. 3 You have advantage on Wisdom (Perception) checks.
6 You have blindsight out to 30 feet and you see a faint
Points Effect aura around any visible creature or object that bears
magic.
1 Immediately after changing the number of Dream
Points assigned to this Manifestation, choose two
from among Strength, Dexterity, Constitution, Intelli- 8 Emerging Anomaly
gence, Wisdom, and Charisma. You gain a bonus to ROLL ON THE ANOMALIES TABLE AND ASSIGN THE DREAM POINT TO
saving throws using the chosen Abilities equal to your
Wisdom modifier (with a minimum of +1). THE RESULTING ANOMALY INSTEAD.
3 Instead, you get a bonus to saving throws equal to
your Wisdom modifier (with a minimum of +1). Anomalies
6 When you are subjected to an Effect that allows you to ANOMALIES PROVIDE BENEFITS AT 1 DREAM POINT.
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. 1 Abstract
YOUR DREAM SHAPE ELEVATES YOU ABOVE SOME OF YOUR USUAL
7 Empathic Insight (Harmony Affect) NEEDS AND VULNERABILITIES.
YOUR DREAM SHAPE ALLOWS YOU TO SENSE EMOTIONS.
Points Effect
Points Effect 1 You don't need to breathe. Additionally, you are im-
1 You can use a bonus action to learn the emotional state mune to disease and the poisoned condition.
of any creature you see within 10 feet.
3 You have advantage on Wisdom (Insight) checks. 2 Assimilating
WEAPONS YOU WIELD BECOME INTEGRAL PARTS OF YOUR DREAM
6 You can use a bonus action to learn the emotional state
of any creature you see within 30 feet instead of 10 feet SHAPE.
and you know when a creature you see within 30 feet
speaks a lie. Points Effect
1 When you attack with a weapon, you can use your Wis-
dom modifier, instead of Strength or Dexterity, for the
attack and damage rolls.

3 Camouflage
YOUR DREAM SHAPE INCLUDES A CHAMELEONIC SURFACE THAT CAN
MAKE YOU BLEND PERFECTLY INTO THE BACKGROUND.
Points Effect
1 You can use an action to become invisible. Anything
you are wearing or carrying is invisible as long as it is
on your person. This effect ends immediately after you
attack, cast a spell, or move.

11
4 Crackling 13 Psychedelic
YOUR DREAM SHAPE CRACKLES WITH PSIONIC POWER. YOUR DREAM SHAPE CAN MANIFEST FLICKERING, DISTRACTING PAT-
TERNS.
Points Effect
1 You can add your Wisdom modifier (minimum of +1) Points Effect
to one damage roll of any cantrip you cast. 1 As a bonus action, you can choose a creature you can
see within 10 feet. The next time it makes a skill check
5 Distorting or saving throw this turn, it must roll 1d4 and subtract
the number rolled from the skill check or saving throw.
YOUR DREAM SHAPE CAN CREATE SPACIAL DISTORTIONS.
Points Effect 14 Responsive
1 You can use a bonus action to turn the area in a 15- YOUR DREAM SHAPE CAN SENSE DANGER.
foot radius around you into difficult terrain until the
beginning of your next turn. Points Effect
1 You gain a bonus to initiative rolls equal to your Wis-
6 Elastic dom modifier.
YOUR DREAM SHAPE INCLUDES ELASTIC ARMS ALLOWING YOU TO
STRETCH THEM FAR BEYOND THEIR USUAL LENGTH WHEN ATTACKING. 15 Slippery
Points Effect YOUR DREAM SHAPE HAS A QUALITY THAT MAKES IT HARD TO GRASP.
1 When you make a melee attack on your turn, your Points Effect
reach is increased by 5 feet.
1 You can take the disengage action as a bonus action.
7 Ferocious
YOUR DREAM SHAPE CAN PRODUCE SURGES OF STRENGTH. 16 Swift
Points Effect YOUR DREAM SHAPE ALLOWS YOU TO ACCELERATE WITH EASE.
1 As a bonus action you can charge yourself up to add Points Effect
1d4 to the next attack roll you make this turn.
1 You can take the dash action as a bonus action.
8 Fluid
YOUR DREAM SHAPE CAN COLLAPSE OR FOLD ITSELF TO PASS THROUGH 17 Symbiotic
THE NARROWEST OPENINGS. YOUR DREAM SHAPE ALLOWS YOU TO QUICKLY REACT TO YOUR ALLIES’
NEEDS.
Points Effect
Points Effect
1 You are immune to being grappled and restrained and
you can move through a space as narrow as 1 inch 1 You can take the help action as a bonus action.
wide without squeezing.

9 Glowing 18 Tranquil
YOUR DREAM SHAPE GLOWS WITH AN UNREAL LIGHT. YOUR DREAM SHAPE HAS AN AURA THAT DAMPENS SUFFERING.

Points Effect Points Effect


1 You shed bright light in a 30-foot radius and dim light 1 Whenever a creature within 10 feet takes damage, the
for an additional 30 feet. You can end and restore this damage becomes non-lethal.
effect as a bonus action.
19 Vigorous
10 Indomitable YOUR DREAM SHAPE ALLOWS YOU TO EASILY GRAB AND SHOVE.
YOUR DREAM SHAPE IS ALWAYS IN MOTION.
Points Effect
Points Effect
1 Once during each of your turns, immediately after you
1 You are immune to being paralyzed and stunned and hit a creature with an unarmed strike you can attempt
magic can’t put you to sleep. to grapple or shove it.

11 Nimble 20 Weightless
YOUR DREAM SHAPE CAN BE EASILY HIDDEN. IN YOUR DREAM SHAPE YOU ARE FREED FROM THE SHACKLES OF
GRAVITY.
Points Effect
Points Effect
1 You can take the hide action as a bonus action.
1 You have a flying speed equal to half your walking
speed rounded down to the next 5feet and you can
12 Padded hover.
YOUR DREAM SHAPE CAN MANIFEST ETHEREAL FLOATING OBJECTS
THAT CAN SHIELD YOUR ALLIES.
Points Effect
1 As a bonus action you can choose a willing creature
you see within 10 feet. The target gains a number of
temporary hit points equal to your Wisdom modifier.
They last until your Dream Shape ends or until you use
this Anomaly again.

12
New Spells Manifest Dream
1ST LEVEL TRANSMUTATION
HERE ARE FIVE SURREAL SPELLS TO BE ADDED TO A CAMPAIGN WITH Casting Time: 1 ACTION
OR WITHOUT DREAM SHIFTERS. Range: 30 FEET
Components: S, V, M (A PIECE OF PAPER WITH AN INK STAIN)
Peek Duration: CONCENTRATION UP TO 1 HOUR
CANTRIP DIVINATION Classes: BARD, DRUID, SORCERER, WIZARD, MYSTERY AFFECT

Casting Time: 1 ACTION CHOOSE A WILLING CREATURE THAT YOU CAN SEE WITHIN RANGE. YOU
Range: TOUCH MANIFEST A PART OF ITS SUBCONSCIOUSNESS AS A SHIMMERING SIL-
Components: S, V, M (A GLASS MARBLE) HOUETTE. ROLL ON THE MANIFEST DREAM TABLE TO DETERMINE ITS
Duration: 1 ROUND EFFECT. THE EFFECT LASTS UNTIL THE SPELL ENDS.
Classes: ARTIFICER, DREAM SHIFTER, DRUID, WIZARD
At Higher Levels. WHEN YOU CAST THIS SPELL USING A SPELL
YOU TOUCH ONE NONMAGICAL OBJECT THAT IS NOT WORN OR CARRIED SLOT OF 2ND LEVEL OR HIGHER, YOU CAN TARGET ONE ADDITIONAL CREA-
BY ANOTHER CREATURE. EXTENDING FROM THE POINT OF CONTACT, A TURE FOR EACH SLOT LEVEL ABOVE 1ST. ROLL FOR EACH TARGET SEPA-
5-FOOT-CUBE-PORTION OF IT BECOMES INVISIBLE TO YOU FOR THE DU- RATELY.
RATION. IF THE OBJECT IS A BAG, BOX, OR CHEST WITH A SIZE OF ME-
MANIFEST DREAM
DIUM OR SMALLER, ITS CONTENTS ARE REVEALED. IF THE OBJECT IS A
d6 Effect
DOOR, FLOOR OR WALL NO THICKER THAN 5 FEET, YOU CAN SEE THROUGH
IT FOR THE DURATION. 1 The silhouette forms tentacles accelerating the target. The
target’s walking speed increases by 15 feet.
2 The silhouette forms large spheres around the target’s
Skip Strike hands. The target’s unarmed strike uses a d6 for damage
CANTRIP CONJURATION and counts as magical for the sake of overcoming re-
sistance and immunity to nonmagical attacks. It can use
Wisdom, Charisma, or Intelligence instead of Strength for
Casting Time: 1 ACTION the attack and damage rolls of its unarmed strikes.
Range: SELF (30-FOOT RADIUS)
3 The silhouette takes the shape of flames around the target’s
Components: S, V hands or weapons. The first time the target hits a creature
Duration: INSTANTANEOUS with an attack on each turn, it deals an extra 1d8 psychic
damage to that creature.
Classes: ARTIFICER, DREAM SHIFTER, WARLOCK, WIZARD
4 The silhouette forms a sphere around the target. The target
YOU CREATE A FOLD IN SPACE AND REACH THROUGH IT TO ATTACK A gains a +2 bonus to its AC.
CREATURE WITHIN 30 FEET. MAKE A MELEE WEAPON ATTACK AGAINST 5 The silhouette forms a complex geometric shape around
THE CREATURE. ON A HIT, THE TARGET SUFFERS THE WEAPON ATTACK’S the target. The target has resistance to fire, cold and light-
ning damage.
NORMAL EFFECTS.
THE MELEE ATTACK DEALS AN ADDITIONAL 1D4 FORCE DAMAGE AT 6 Choose any effect from among results 1 to 5 on this table.
5TH LEVEL (1D4), 9TH LEVEL (2D4), 13TH (3D4) LEVEL AND 17TH
LEVEL (4D4).
Warpscape
2ND LEVEL TRANSMUTATION
Whirling Whisps Casting Time: 1 ACTION
CANTRIP CONJURATION Range: 90 FEET
Components: S, V, M (A PIECE OF DOUGH)
Casting Time: 1 ACTION
Duration: CONCENTRATION UP TO 10 MINUTES
Range: 30 FEET
Classes: BARD, SORCERER, WARLOCK, WIZARD, MYSTERY AFFECT
Components: S, V
Duration: CONCENTRATION UP TO 1 MINUTE CHOOSE A POINT ON A SURFACE WITHIN RANGE. A 20-FOOT RA-
Classes: BARD, DREAM SHIFTER, DRUID, SORCERER, WIZARD DIUS,10-FOOT HIGH CYLINDER CENTERED ON THAT POINT DISTORTS INTO
A SURREAL DREAM SPACE. THE AREA BECOMES DIFFICULT TERRAIN FOR
YOU CREATE A SWARM OF TINY, TRANSLUCENT, INTANGIBLE, SPIRITS
THE DURATION. ROLL ON THE WARP SPACE TABLE TO DETERMINE AD-
THAT FLOAT AROUND A WILLING CREATURE WITHIN RANGE. WHEN YOU
DITIONAL EFFECTS WITHIN THE SPELL’S AREA.
CAST THE SPELL, CHOOSE ONE OF THE FOLLOWING OPTIONS, THE EFFECTS
OF WHICH LAST FOR THE DURATION OF THE SPELL. WHILE THE SPELL WARPSCAPE
LASTS AND YOUR TARGET IS WITHIN RANGE, YOU CAN END ONE OPTION d4 Effect
AS A BONUS ACTION TO CHOOSE A DIFFERENT ONE.
1 Strange tall grass sprouts within the area. The area is heavily
Dashing Swarm. THE TARGET’S WALKING SPEED INCREASES BY obscured.
5 FEET. 2 Bubbles float within the area and explode on contact. When
a creature moves into or within the area, it takes 1d10 thun-
Shielding Swarm. THE TARGET GAINS A +1 BONUS TO ITS AC. der damage for every 5 feet it travels.
3 An energy vortex appears in the area. Whenever a creature
Glowing Swarm. THE SWARM SHINES BRIGHT LIGHT IN A 10-FOOT with a size of large or smaller begins its turn within the area
RADIUS AROUND THE TARGET AND DIM LIGHT FOR AN ADDITIONAL 10 it must succeed on a Strength saving throw against your
spell save DC or be pulled up to 15 feet in a straight line
FEET. toward the center of the area.
4 The floor within the area wobbles and shakes. Whenever a
creature begins its turn within the area it must succeed on
a Dexterity saving throw against your spell save DC or fall
prone.

13
Quick-Guide Activating your Dream Shape
HERE’S A SHORT GUIDE TO HELP YOU NAVIGATE THROUGH THE FIRST TO GAIN THE BENEFITS OF YOUR MANIFESTATIONS, YOU MUST ENTER
LEVEL OF THE DREAM SHIFTER CLASS. YOUR DREAM SHAPE. YOU CAN USE AN ACTION TO DO SO. REMEM-
BER TO END YOUR DREAM SHAPE FROM TIME TO TIME SO YOU GET
Setting up your Dream Shifter TO EAT DRINK, KEEP AND TALK TO YOUR PARTY.
AT 1ST LEVEL, CHOOSE YOUR RACE AND BACKGROUND. THEN TAKE A Redistributing Dream Points
LOOK AT THE DREAM SHIFTER SUBCLASSES AND CHOOSE THE ONE THAT
SEEMS MOST INTERESTING TO YOU. DEPENDING ON YOUR CHOICE, DURING EACH LONG REST, MAKE SURE YOU SPEND ONE HOUR DOING
DECIDE ON A VISUAL APPEARANCE THAT YOU ASSUME WHILE YOU ARE A MENTAL EXERCISE IN THE FORM OF MAKING MUSIC, PLAYING
TRANSFORMED AS DESCRIBED IN YOUR SUBCLASS. THE DREAM GAMES, PAINTING, OR DOING A SPECIAL MEDITATION. ONCE YOU FIN-
SHIFTER LEAVES YOU A LOT OF CREATIVE LIBERTY HERE, SO YOU ARE FREE ISH THE LONG REST, YOU CAN ERASE ALL DREAM POINTS FROM YOUR
TO CHOOSE SOMETHING WILD AND WEIRD. MANIFESTATION SHEET. THEN, IF YOU FINISHED ONE HOUR OF MEN-
TAL EXERCISE, YOU REDISTRIBUTE HALF OF YOUR DREAM POINTS
PRINT THE MANIFESTATION SHEET (ROUNDED DOWN) BY CHOICE AND THE REST RANDOMLY BY ROLLING
FOR YOUR SUBCLASS AND READ ON THE MANIFESTATIONS TABLE. IF YOU DIDN’T DO AN HOUR OF MEN-
THROUGH ALL THE MANIFESTATIONS. TAL EXERCISE, ALL OF YOUR DREAM POINTS ARE DISTRIBUTED RAN-
THEN CALCULATE THE NUMBER OF DOMLY. YOU DON’T HAVE TO REDISTRIBUTE YOUR DREAM POINTS,
DREAM POINTS YOU HAVE. THE BUT IF YOU USED ANY DREAM POINTS SINCE YOUR LAST LONG REST,
NUMBER IS EQUAL TO YOUR DREAM THIS IS HOW YOU CAN RESTORE THEM.
SHIFTER LEVEL PLUS YOUR WISDOM
MODIFIER. WITH A WISDOM SCORE Tips
OF 16 AND 1 LEVEL IN DREAM SHIFTER
HERE ARE A FEW MORE GENERAL TIPS FOR WHEN PLAYING A DREAM
THIS NUMBER IS 4.
SHIFTER:
• THE MANIFESTATIONS ARE POWERFUL PASSIVE BONUSES AND
ASSIGN HALF OF YOUR DREAM TURN THE DREAM SHIFTER INTO A FIERCE MELEE COMBATANT THAT
POINTS ROUNDED DOWN TO MANI- CAN EASILY RECOVER FROM TAKING A FEW HITS. THE WIDE ARRAY
FESTATIONS, WHICH SEEM IM- OF POSSIBILITIES GIVEN BY THE DRAW FROM DREAMS FEATURE
PORTANT FOR THE WAY YOU WOULD AT LEVEL 2 COULD TEMPT YOU TO SPEND YOUR DREAM POINTS
LIKE TO PLAY THIS CHARACTER. TO DO TOO QUICKLY, REMOVING THESE PASSIVE BONUSES AND LEAVING
SO, MARK THE FIRST CHECKBOX OF THE YOUR DREAM SHIFTER BURNT OUT AFTER JUST ONE ENCOUNTER.
CHOSEN MANIFESTATIONS WITH AN
ERASABLE PENCIL. YOUR DREAM • IF YOU ASK YOURSELF, HOW TO ROLE-PLAY A DREAM SHIFTER, THE
SHAPE NOW GRANTS THE 1-POINT- THEME OPENS ITSELF TO A DAYDREAMER ARCHETYPE. EXPECT
BENEFITS OF THE CHOSEN MANIFESTA- THE IMPROBABLE, INTERPRET TOO MUCH, PAY TOO MUCH ATTEN-
TIONS. TION TO UNIMPORTANT DETAILS. ANOTHER POSSIBILITY WOULD BE
TO ACT AS A PARTY-THERAPIST WHICH ALSO PUTS THE SPOTLIGHT
ON OTHER CHARACTERS AND YOUR RELATIONSHIP WITH THEM. THE
ASSIGN THE REST OF YOUR DREAM NIGHTMARE AFFECT COULD BE PLAYED A BIT PARANOID AND BE-
POINTS RANDOMLY. FOR EACH OF LIEVE IN CONSPIRACY THEORIES. THE HARMONY AFFECT COULD
THEM, ROLL A D8 AND ASSIGN IT TO GIVE SECOND CHANCES TO PEOPLE WHO DON’T EVEN WANT
THE CORRESPONDING MANIFESTATION THEM. THE MYSTERY AFFECT COULD COME UP WITH STORIES
ON YOUR MANIFESTATION SHEET. ABOUT THE PLACES AND PEOPLE THE GROUP COMES ACROSS.
WHEN YOU ASSIGN A DREAM POINT • IF YOU ARE TRYING TO FIND A GOOD VISUAL THEME FOR YOUR
TO A MANIFESTATION THAT ALREADY DREAM SHAPE, LOOK AT YOUR CHARACTER’S BACKSTORY FROM A
HAS AN ASSIGNED DREAM POINT, PSYCHOLOGICAL POINT OF VIEW. YOUR SUBCLASS ALREADY
MARK THE NEXT CHECKBOX. BRINGS A STRONG EMOTIONAL THEME FOR YOUR CHARACTER (FEAR
FOR THE NIGHTMARE AFFECT, SERENITY FOR THE HARMONY AFFECT
AND CURIOSITY FOR THE MYSTERY AFFECT). WHAT ARE THE MEM-
ORIES OF YOUR CHARACTER THAT ARE CONNECTED TO THESE EMO-
IF YOU ROLL AN 8, ROLL A D20 ON THE TIONS? WHAT WAS THE PLACE WERE THOSE MEMORIES CRE-
ANOMALIES TABLE INSTEAD AND ATED? WHO WAS PRESENT? ARE THERE IMPORTANT OBJECTS IN-
COPY THE NAME AND EFFECT OF THE VOLVED? ALL THESE THINGS CAN FEED INTO THE VISUAL THEME OF
RESULTING ANOMALY ONTO YOUR YOUR DREAM SHAPE. TO CREATE A MORE SURREAL VISUAL, COM-
MANIFESTATION SHEET UNDER BINE TWO VISUAL THEMES THAT USUALLY DON’T FIT TOGETHER INTO
“ANOMALIES”. THEN ASSIGN THE A TRULY UNIQUE DREAM SHAPE.
DREAM POINT TO IT BY MARKING THE
CHECKBOX LEFT OF THE ANOMALY’S
NAME.

YOU ARE NOW SET UP AND READY TO PLAY YOUR DREAM SHIFTER.

14
Extended Character Side Effects
Creation USING THESE ENTANGLED PSIONICS HAS A SUBTLE BUT CRUCIAL IN-
FLUENCE ON HOW DREAM SHIFTERS PERCEIVE REALITY. THE EMO-
TIONS THAT ARE WOUND UP IN THEIR ABILITIES CAN SEEP INTO ANY
Strange Inception OTHER PART OF THEIR MIND. THIS MANIFESTS AS THOUGHTS THAT ARE
THE PSIONIC POWERS OF A DREAM SHIFTER ARE INFUSED WITH THEIR BEYOND THEIR CONTROL, SUDDEN VISIONS, OR SENSORY HALLUCINA-
EMOTIONS. THEY USUALLY APPEAR FOR THE FIRST TIME AFTER AN ES- TIONS. EACH DREAM SHIFTER HAS THEIR OWN WAY OF DEALING WITH
PECIALLY POWERFUL DREAM THAT EVOKED THESE EMOTIONS. THE THESE SIDE EFFECTS. BUT NO MATTER HOW THEY REACT TO THIS CIR-
CONTENTS OF THIS DREAM ARE USUALLY PERSONAL AND ONLY SHARED CUMSTANCE, IT USUALLY MAKES THEM A BIT WEIRD.
WITH THE CLOSEST OF FRIENDS. IN WHAT WAY DO YOUR PSIONICS INFLUENCE YOUR PERCEPTION OF
DREAM SHIFTERS ALMOST ALWAYS REMEMBER THIS DREAM AND THE WORLD?
NEVER STOP WONDERING ABOUT POSSIBLE INTERPRETATIONS. THE
PSIONIC INFLUENCES (NIGHTMARE AFFECT)
BETTER A DREAM SHIFTER UNDERSTANDS THIS DREAM, THE BETTER
d8 Influence
THEY UNDERSTAND THEIR TRANSFORMATION. THIS ALONE CAN BE THE
REASON FOR A DREAM SHIFTER TO VENTURE OUT INTO THE WORLD AND 1 I hear a cold and unfeeling voice in my head, rationally eval-
uating the life and death of others.
START ADVENTURING.
2 When I feel threatened, I hear unsettling whispers.
WHAT WAS THE DREAM THAT STARTED YOUR JOURNEY?
3 There is a fearful echo in my thoughts, warning me of pos-
INITIAL DREAMS (NIGHTMARE AFFECT) sible dangers.
d8 Dream 4 Sometimes I see a specific, dark omen, a sign that misfor-
1 That I must helplessly watch the death of innocents. tune could strike at any moment.
2 That a monstrous creature is searching and hunting me. 5 I sometimes feel strong need to start unnecessary conflicts
just to harden myself.
3 That I am afflicted with a horrifying disease or curse. 6 Sometimes I come up with strange ideas on how to startle
4 That I am caught in a coming war. people.
5 That I am in the middle of an impending catastrophe. 7 Sometimes I hear a faint ticking, a reminder that my death
draws closer with every passing second.
6 That a terrible event in my past would repeat itself.
8 Sometimes I see a looming shadow over people I dislike.
7 That I’m dying alone of old age.
8 That everyone else has suddenly disappeared. PSIONIC INFLUENCES (HARMONY AFFECT)
d8 Influence
INITIAL DREAMS (HARMONY AFFECT)
1 My mind quickly wanders to the positive in any situation.
d8 Dream
2 When I’m calm, I hear soft background music.
1 That I returned to my childhood home as it was when I was
young. 3 I feel the urge to intervene into any conflict among people I
2 That a person I lost has miraculously reappeared. encounter and resolve it.
4 Sometimes I see a bright shimmer around people I like.
3 That I found my destiny, the place where I belong.
5 I feel the need to decorate a lot of the places I come by.
4 That a terrible event in my past never happened.
6 I often come up with ideas, on how I could compliment peo-
5 That I became a part of the natural world - an animal, a plant, ple.
a mountain or a river.
7 I hear a warm, loving voice in my head reciting poems about
6 That a great conflict or tension in my world would finally the people and places I visit.
come to an end.
7 That I could live the best day of my life over and over. 8 I seem to see way more rainbows, shooting stars and auroras
than anyone else.
8 That I could make everyone happy.
PSIONIC INFLUENCES (MYSTERY AFFECT)
INITIAL DREAMS (MYSTERY AFFECT)
d8 Influence
d8 Dream
1 I sometimes give myself small challenges and that end up
1 That I had an entirely different life which ended when I woke distracting me.
up.
2 When I’m bored, I hear the cry of a bird in the distance as a
2 That I created an unparalleled piece of art. call to get out of the situation.
3 That I traveled through time. 3 I come up with new and unnecessarily complicated ways to
do mundane tasks.
4 That I lived on a different plane of existence.
4 There is a specific plant or animal only I can see because it
5 That I was a god, free to do whatever I wanted. is an illusion created by my subconscious.
6 That I traveled far from home exploring a strange new con- 5 I am sometimes compelled to look behind locked doors.
tinent
6 I hear a voice in my head narrating my life as if it were a great
7 That I was found by my real parents who took me with them. tale. It’s usually bored.
8 That I turned into a color, a smell or a piece of music. 7 I sometimes feel the urge to only speak in questions.
8 Sometimes when I have an unanswered questions, I see a
light ominous mist rising.

15
Inner Equilibrium Display of Mastery
TO STAY IN CONTROL OF THEIR ABILITIES, DREAM SHIFTERS GO THROUGH COMPLETELY MASTERING THEIR TRANSFORMATION IS A RITE OF PAS-
A SET OF MENTAL EXERCISES WHICH THEY DEVELOP AS PART OF THEIR SAGE FOR A DREAM SHIFTER. IT MARKS THE END OF A JOURNEY THAT
TRAINING. ONE COMMON APPROACH IS TO ACTIVELY PROCESS THE STARTED WHEN THEY DISCOVERED THEIR GIFT AND OFTEN LED THEM
EMOTIONS TIED TO THEIR ABILITIES TO GET THEM OUT OF THE SYSTEM INTO SOLITUDE AND REFLECTION. WHEN DREAM SHIFTERS RETURN,
AND REACH A STATE OF EMPTINESS AND TRANQUILITY. ANOTHER COM- THEY OFTEN CHOOSE A MARK TO DISPLAY THEIR ACHIEVEMENT TO
MON APPROACH IS TO DO THE OPPOSITE, TO CULTIVATE A BROAD EMO- THEMSELVES AND OTHERS. A NEW CHAPTER HAS BEGUN, A NEW
TIONAL RANGE TO CREATE AN EQUILIBRIUM. PAGE HAS BEEN TURNED.
DREAM SHIFTERS THAT FAIL TO FIND A MENTAL ROUTINE RUN INTO WHAT IS YOUR MARK OF ASCENSION? WAS THERE A RITUAL IN-
THE DANGER OF HAVING THEIR PERSONALITY PSIONICALLY ALTERED AND VOLVED WHEN YOU ASSUMED THIS MARK?
OVER TIME BECOME INCREASINGLY ONE-DIMENSIONAL (P.17).
MARKS OF ASCENSION (NIGHTMARE AFFECT)
WHAT IS YOUR PREFERRED MENTAL EXERCISE TO BALANCE OUT THE
d8 Mark
SIDE-EFFECTS OF YOUR PSIONICS?
1 I carry an ink stain on my forehead as a sign that I see the
MENTAL EXERCISES (NIGHTMARE AFFECT) dark truths of the world.
d8 Exercise 2 On my back I wear a sinister tattoo that represents the an-
guish I carry with me.
1 I channel my rage and anxiety into music that wounds the
soul and the ears. 3 I carry a claw, tooth, or bone necklace as symbol of the
strength I draw from physically beating my enemies.
2 I try my best to create nursery rhymes for children, but
they often end up with a dark twist. 4 I wear a helmet that resembles my transformed self.
3 I act out my anger and fear by morally destroying my op- 5 I hide my face behind an intimidating mask that reflects
ponents in a specific game. my inner strength even when I feel weak.
4 I spend time developing a game and teaching it to every- 6 I partially or completely shaved the hair on my head as a
one who wants to learn it. sign that I left my weak self behind.
5 I use a meditation that puts my mind into a nightmare 7 I wear a piece of rubble from a destroyed home around my
where I fight my worst fears. neck to remind myself of the suffering in the world.
6 I use a meditation where I go through a bucket list of all 8 I carry bracelet with my greatest fear engraved into it.
the things, I still look forward to in my lifetime.
7 I angrily throw paint at a canvas. MARKS OF ASCENSION (HARMONY AFFECT)
d8 Mark
8 I sketch cute versions of the people I want to protect.
1 I carry a star, sun or moon symbol on my forehead as a
MENTAL EXERCISES (HARMONY AFFECT) sign that I see how all things are part of a big picture.
d8 Exercise 2 On my back I wear an intricate tattoo that represents the
hope I carry with me.
1 I write exhaustive songs about all the little details I like
about people and places. 3 I carry a feather necklace as a symbol of the lightness that
comes with seeing things from other perspectives.
2 I try really hard to get angry and make rebellious music that
smashes the status quo of my society. 4 I wear a brightly decorated hat that resembles my trans-
formed self.
3 I regularly play a pretty boring game where everybody al-
ways wins. 5 I hide my face behind an ornate mask that reflects my op-
timism even when my courage is faltering.
4 I’m very good at a certain game where everybody is always
betraying everybody else. 6 I dyed my hear as a sign that while some things can change
I stay myself.
5 I use a meditation that puts my mind into a dream where
I keep all the things I want to preserve in this world. 7 I wear a stone or piece of wood from a peaceful place in
nature around my neck to remember the beauty in the
6 I use a meditation where I go through a list of all the things world.
I want to change in the world.
8 I carry bracelet with my greatest hope engraved into it.
7 I paint cheesy pictures of sunsets.
8 I draw vicious parodies of the people I meet. MARKS OF ASCENSION (MYSTERY AFFECT)
d8 Mark
MENTAL EXERCISES (MYSTERY AFFECT)
1 I carry an eye symbol on forehead as a sign that I see things
d8 Exercise through different eyes compared to other people.
1 I keep developing new kinds of music that few people 2 On my back I wear an abstract tattoo that represents the
want to listen to. unrealized potential I carry with me.
2 I just pick a phrase somebody said and make a simple song 3 I carry a necklace with a tiny object I found along the way
repeating that phrase over and over. as a symbol of all the mysteries that still wait out there.
3 I play a game alone or with others where the rules are 4 I wear a strangely shaped hat that resembles my trans-
made up on the fly until I’m all out of ideas. formed self.
4 I play a very long economic board game that takes about a 5 I hide my face behind an almost featureless mask that re-
dozen sessions to finish, even though the winner is usually flects the limitless possibilities of the present.
decided in the first session.
6 I’m trying to maintain a strange hairdo as a sign that I don’t
5 I use a meditation that puts my mind into a dream where try to conform to anyone’s expectations.
I continue creating a world.
7 I wear an object from my own previous life around my
6 I use a meditation where I ritually make an inventory of my neck to remind myself of the dullness I left behind.
equipment.
8 I carry bracelet with my biggest question engraved into it.
7 I paint abstract, symbolic pictures.
8 I sometimes cover a canvas with a single color of paint.

16
Dissociation
Psionic Convergence A PERSON AFFECTED BY PSIONIC CONVERGENCE CAN EXHIBIT UNTYP-
THE CONDITION NAMED “PSIONIC CONVERGENCE” STRIKES FEAR INTO ICAL BEHAVIOR WHEN UNDER STRESS. ROLL A PERCENTILE DICE EACH
ALL BUT THE MOST RECKLESS OF DREAM SHIFTERS. THOSE WITH A PRE- TIME ONE OF THE FOLLOWING SITUATIONS OCCURS FOR THE FIRST TIME
DISPOSITION CAN BECOME THE VICTIMS OF THEIR OWN PSIONIC ABIL- AFTER FINISHING A LONG REST:
ITIES. EMOTIONS THAT ARE CONNECTED TO STRONG PSIONICS CAN • YOU FALL BELOW HALF OF YOUR HIT POINTS.
OVER TIME REPLACE THE OTHER FACETS OF A PERSONALITY. IN THE • YOU ROLL A 1 ON THE D20 FOR AN ATTACK ROLL.
END, THE DREAM SHIFTER IS ONLY LEFT WITH THE EMOTIONS THAT IN- • YOU UNASSIGN MORE THAN HALF OF YOUR DREAM POINTS.
FUSE THEIR PSIONICS. • YOU EXPERIENCE SOMETHING THAT EVOKES ONE OF YOUR FOCUS
THIS IS A SET OF OPTIONAL RULES YOU CAN ADD TO YOUR CHARACTER EMOTIONS IN AN INTENSE FASHION.
AT ANY POINT IF YOU DECIDE THAT YOUR CHARACTER HAS A DISPOSI-
TION FOR PSIONIC CONVERGENCE. IT REPLACES SOME OF THE RULES IF YOUR ROLL A NUMBER BELOW YOUR CONVERGENCE LEVEL, ROLL ON
FOR RESTORING DREAM POINTS DURING A LONG REST. THE DISSOCIATION TABLE TO DETERMINE YOUR BEHAVIOR ON YOUR
NEXT TURN. PARTS OF THE DISSOCIATION TABLE ARE DETERMINED BY
Focus Emotions YOUR PSIONIC AFFECT.

THE FOCUS EMOTIONS OF PSIONIC CONVERGENCE DEPEND ON THE DISSOCIATION


PSIONIC AFFECT YOU HAVE CHOSEN. d4 Behavior
Nightmare Affect. FEAR, ANGER If your Dream Shape isn’t active, you activate it. You
Harmony Affect. GRATITUDE, HOPE 1 can’t willingly end your Dream Shape within the next
hour.
Mystery Affect. FASCINATION, CURIOSITY
2 You’re absorbed with yourself and can’t take actions.
Convergence Level 3 (See Subclass)
YOUR CONVERGENCE LEVEL DETERMINES HOW FAR YOU HAVE PSY- 4 (See Subclass)
CHICALLY DETERIORATED. YOU START AT A CONVERGENCE LEVEL OF 0.
YOUR CONVERGENCE LEVEL CAN’T FALL BELOW 0. DISSOCIATION (NIGHTMARE AFFECT)
WHENEVER YOUR CONVERGENCE LEVEL INCREASES OR DE- d4 Behavior
CREASES, ROLL A D8, AND ADD OR SUBTRACT THE RESULT FROM YOUR
3 If you can, you end your Dream Shape, and use your ac-
CURRENT CONVERGENCE LEVEL. IF YOUR CHARACTER IS ESPECIALLY tion to intimidate the closest creature.
STABLE ON A MENTAL LEVEL, YOU CAN ROLL A D6 OR EVEN A D4. ON
4 You take the attack action directing all attacks at the
THE OTHER HAND, IF YOUR CHARACTER IS ESPECIALLY VOLATILE, YOU closest creature.
CAN ROLL A D10 OR EVEN A D12.
DISSOCIATION (HARMONY AFFECT)
THESE ARE THE SITUATIONS WHERE YOUR CONVERGENCE LEVEL IN-
CREASES: d4 Behavior

• YOU EXPERIENCE SOMETHING THAT EVOKES ONE OF YOUR FOCUS If you can, you end your Dream Shape, and use your ac-
3 tion to convince the closes creature that you have
EMOTIONS IN AN INTENSE FASHION. shared interests.
• YOU BECOME ABSORBED WITH ONE OF YOUR FOCUS EMOTIONS.
4 You take the dodge action and don’t move.
• YOU HAVEN’T HAD A SINGLE LENGTHY CONVERSATION WITH AN-
OTHER PERSON WITHIN THE LAST 24 HOURS WHEN FINISHING A DISSOCIATION (MYSTERY AFFECT)
LONG REST. d4 Behavior
• YOU DIDN’T FINISH A MENTAL EXERCISE DURING A LONG REST.
3 If you can, you end your Dream Shape, and use your ac-
THESE ARE THE SITUATIONS WHERE YOUR CONVERGENCE LEVEL tion give the closest creature false information.
DECREASES: 4 You cast the Whirling Whisps spell targeting yourself.
• YOU HAVE AN INTENSE EXPERIENCE OUTSIDE OF YOUR FOCUS Convergence and restoring Dream Points
EMOTIONS. WHEN USING THE RULES FOR PSIONIC CONVERGENCE YOUR RESTORA-
• YOU UTILIZE A STRATEGY TO PROCESS YOUR FOCUS EMOTIONS TION OF DREAM POINTS WORKS DIFFERENTLY. HAVING A HIGH CON-
QUICKLY AND EFFECTIVELY. VERGENCE LEVEL RESULTS IN A HIGHER NUMBER OF DREAM POINTS
• YOU SPEND QUALITY TIME WITH ANOTHER PERSON. TO DISTRIBUTE AT THE END OF A LONG REST AS YOUR FOCUS EMOTIONS
• YOU FINISH A MENTAL EXERCISE DURING A LONG REST. ARE THE SOURCE OF YOUR DREAM SHAPE’S POWER. AT THE SAME
TIME, THE FRACTION OF DREAM POINTS YOU CAN ASSIGN FREELY BE-
Convergence Effects
AT A CONVERGENCE LEVEL OF 25 OR HIGHER, EMOTIONS THAT ARE COMES SMALLER AS YOUR CONSCIOUS MIND DIMINISHES.
NOT YOUR FOCUS EMOTIONS ARE DULLED AND ARE LESS LIKELY TO MO- YOU FIND BOTH, THE AMOUNT OF ADDITIONAL DREAM POINTS AS
TIVATE YOU TO ACTION. WELL AS THE FRACTION OF DREAM POINTS YOU CAN ASSIGN FREELY
AT A CONVERGENCE LEVEL OF 50 OR HIGHER YOUR FOCUS EMO- WHEN FINISHING A LONG REST IN THE RESPECTIVE COLUMNS IN THE
TIONS ARE ALWAYS PRESENT TO A CERTAIN DEGREE. CONVERGENCE DREAM POINTS TABLE.
AT A CONVERGENCE LEVEL OF 75 OR HIGHER YOU LOSE THE ABILITY CONVERGENCE DREAM POINTS
TO FEEL AN EMOTION OUTSIDE OF YOUR FOCUS EMOTIONS. Convergence Bonus Freely assigned
AT A CONVERGENCE LEVEL OF 100 OR ABOVE A PERSON LOSES THE Level Dream Points Dream Points
ABILITY FOR COMPLEX DECISION-MAKING. WHAT’S LEFT IS A HUSK OF 0-24 0 Half (rounded down)
THE FORMER DREAM SHIFTER. IF THE CHARACTER WAS CONTROLLED BY 25-49 1 A third (rounded down)
A PLAYER, IT BECOMES AN NPC UNDER THE DM’S CONTROL. THIS
EFFECT CAN’T BE REVERSED EXCEPT BY A WISH SPELL WHICH RESETS 50-74 2 A sixth (rounded down)
THE CONVERGENCE LEVEL TO 50. 75-99 3 None

17
Dream Shifter Memory Guard (CR 3)
Encounters MEMORY WARDENS ARE PEOPLE CAN’T LET GO OF THE PAST. THEY
EITHER TRY TO PREVENT NECESSARY CHANGE OR TRY TO RECREATE ONE
DREAM SHIFTERS OFFER AN ELEMENT OF SURPRISE AND SURREALISM OF THEIR MEMORIES. THEIR NOSTALGIA PROJECTS PSIONICS THAT
TO A CAMPAIGN. A DM CAN CARRY ELEMENTS OF A NON-PLAYER- TRANSFORM THEM INTO A REFLECTION OF THEIR OBSESSION. OFTEN-
CHARACTER’S BACKSTORY OR PERSONALITY INTO THEIR VISUAL APPEAR- TIMES THEY CONVINCE OTHERS TO JOIN THEM IN THEIR CAUSE, WORK-
ANCE. THE NON-CONFORMITY OF DREAM SHIFTERS OFFERS A LOT OF OP- ING ALONGSIDE FARMERS, TRADESPEOPLE, AND THE FRIENDS THEY
PORTUNITIES FOR CONFLICT AND THEIR HIGHLY PERSONAL MOTIVATIONS HAVE RECONNECTED WITH FROM BACK IN THE DAY.
CAN LEAVE THE PLAYERS WITH A NEW MYSTERY TO SOLVE. HERE ARE ONE WAY TO PORTRAIT A MEMORY GUARD WOULD BE AN OLD PER-
FOUR POSSIBLE DREAM SHIFTER ENCOUNTERS AT DIFFERENT TIERS OF SON WHO TRIES TO KEEP ANY FOREIGN CULTURAL INFLUENCE OUT OF
PLAY. THESE STAT BLOCKS ARE MEANT TO BE USED AFTER THE CHAR- THEIR VILLAGE. THEIR DREAM SHAPE IS THE STYLIZED ANIMAL FROM
ACTERS ASSUME THEIR DREAM SHAPES. THE VILLAGE’S FLAG.
Psi Vandal (CR 1/4)
PSI VANDALS ARE UNTRAINED DREAM SHIFTERS; PEOPLE WITH THE
Memory Guard
Medium Humanoid (any race), chaotic neutral
PSIONIC ABILITY TO TURN INTO A PHANTOM VERSION OF THEMSELVES.
THESE INDIVIDUALS ARE SOMETIMES HIRED AS THUGS AND DEPT Armor Class 15
COLLECTORS IF THERE’S NOT MORE THAN A WALL OR A CLOSED DOOR TO Hit Points 37(5d8+15)
OVERCOME. Speed 30 ft.
ONE WAY TO PORTRAIT A PSI VANDAL WOULD BE A BANDIT WHO IS
STR DEX CON INT WIS CHA
COVERED IN TATTOOS WHO THEN ACTIVATES A DREAM SHAPE THAT 8(-1) 12(+1) 16(+3) 9(-1) 17(+3) 12(+1)
ONLY CONSISTS OF THOSE TATTOOS FLOATING, GLOWING IN NEON COL-
ORS. Resistances Bludgeoning
Vulnerabilities Psychic
Saving Throws Con +8, Dex +6, Cha +3, Wis +6
Skills Athletics +2, Persuasion +4, Insight +6
Psi Vandal Senses passive Perception 13
Languages understands common but can’t speak it
Medium Humanoid (any race), true neutral Challenge 3 (700XP)

Armor Class 13 Psionic Spellcasting. The memory guard doesn’t require


Hit Points 11 (2d8+2) verbal or material components to cast dream shifter spells.
Speed 40 ft.
Empathic Insight. The memory guard can use an action to
STR DEX CON INT WIS CHA learn the emotional state of any creature the guard sees
14(+2) 11(0) 12(+1) 8(-1) 9(-1) 15(+2) within 10 feet.
Spellcasting. The memory guard is a 5th-level spellcaster.
Vulnerabilities Psychic Its spellcasting ability is Wisdom (spell save DC 14, +6 to
Condition Immunities Grappled, Restrained hit with spell attacks). The memory guard has the following
Skills Intimidation +4, Sleight of Hand +2 dream shifter spells prepared:
Senses passive Perception 9
Languages understands common but can’t speak it Cantrips (at will): Friends, Message, Lightning Lure
Challenge 1/4 (50XP)
A CTIONS
Fluid. The Psi Vandal can move through a space as narrow Multiattack. The memory warden makes three unarmed
as 1 inch wide without squeezing. strikes or two unarmed strikes and uses renew.
A CTIONS Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.
Greatclub. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage + 3 (1d6) Renew (Recharge 5-6). The memory guard and up to one
lightning damage. other creature within 5 feet regain 15 (2d8 + 6 hit points).

18
Fate Runner (CR 6) Great Unknown (CR 13)
FATE RUNNERS ARE PEOPLE WHO HAVE DEDICATED THEIR ENTIRE EX- PSIONIC CONVERGENCE IS A DANGEROUS PHENOMENON WHERE
ISTENCE TO THE PREVENTION OF A CERTAIN EVENT EVEN IF THAT EVENT THE EMOTIONS WOUND UP IN A DREAM SHIFTERS PSIONIC ABILITIES
IS VERY UNLIKELY TO BEGIN WITH OR LIES CENTURIES IN THE FUTURE. CAN OVERPOWER OTHER ASPECT OF THEIR PERSONALITY. GREAT UN-
THEY INTERFERE WITH ANYTHING THAT COULD DRAW THE EVENT KNOWNS WERE PEOPLE AT ONE TIME, BUT PSIONIC CONVERGENCE
CLOSER OR ASSASSINATE WHOEVER WOULD BE LIKELY TO BE INVOLVED ONLY LEFT THEIR NEED FOR CHAOS AND EXPERIMENTATION. THEY
WITH IT. THEIR PSIONICS FEED ON THEIR FEARS TRANSFORMING THEM HAVE COMPLETELY LOST TOUCH WITH THE REALITY AND WALK THE
INTO HAUNTING, SURREAL APPARITIONS. THEY USUALLY OPERATE WORLD AS GIANTS OF ABSTRACT, PSIONIC MANIFESTATION FOLLOWING
ALONE AND USE THEIR PSIONICS TO SOW PARANOIA AND SUPERSTI- ONLY THEIR OWN STRANGE WHIMS.
TION TOWARD THE CHOSEN EVENT. ONE WAY TO PORTRAIT A GREAT UNKNOWN WOULD BE A SEASONED
ONE WAY TO PORTRAIT A FATE RUNNER WOULD BE A FIREFIGHTER DREAM SHIFTER VETERAN WHO COULDN’T STOP ADVENTURING DUE TO
WHO SPREADS MISINFORMATION ABOUT FIRE DEMONS TO SCARE PEO- RESPONSIBILITIES AND THE FEAR OF BOREDOM AND SO SPIRALED
PLE FROM USING THEIR FURNACES AND STOVES. THEIR DREAM DOWN INTO THE MADNESS OF PSIONIC CONVERGENCE. THEY ARE
SHAPE IS A JAGGED CONSTRUCT OF BURNED RUBBLE WITH A DOZEN NOW A BIGGER THREAT THAN ANYTHING THEY HAVE ENCOUNTERED IN
GLOWING EYES PIERCING THE SMOKE CLOUD FOLLOWING IT. THEIR ADVENTURING DAYS. THEIR DREAM SHAPE IS A PERSON-
SHAPED WINDOW INTO SPIRALING GALAXIES AND NEBULAS.

Fate Runner
Medium Humanoid (any race), neutral evil Great Unknown
Large Humanoid (any race), chaotic evil
Armor Class 16
Hit Points 65(10d8+20) Armor Class 18
Speed 40 ft. Hit Points 170 (20d8+80)
Speed 50 ft. climb 50ft. flying 25ft. (hover)
STR DEX CON INT WIS CHA
13(+1) 12(+1) 15(+2) 18(+4) 10(0) 12(+1) STR DEX CON INT WIS CHA
9(-1) 17(+3) 18(+4) 9(-1) 14(+2) 20(+5)
Resistances Fire, Slashing
Vulnerabilities Psychic Resistances Bludgeoning, Piercing, Slashing
Saving Throws Int +8, Wis +4 Condition Immunities Paralyzed, Stunned
Skills Athletics +9, Intimidate +9, Survival +9 Saving Throws Con +10, Wis +8, Cha +11
Senses passive Perception 18 Skills Athletics +10, Deception +16, Perception +8
Languages understands common but can’t speak it Senses blindsight 10ft., passive Perception 18
Challenge 6 (2,300XP) Languages understands common but can’t speak it
Challenge 13 (10,000XP)
Uncanny Accuracy. Whenever the fate runner makes an at-
tack roll, the fate runner can treat a d20 roll of 8 or lower Bottomless Gift. The great unknown can cast the dream
as a 9. Additionally, the side fate runner scores a critical hit and the Telekinesis spell once per day without using a spell
on a 19 or 20. slot.
Psycholocation. The fate runner can track creatures that Psionic Spellcasting. The memory guard doesn’t require
aren’t immune to psychic damage even if there are no verbal or material components to cast dream shifter spells.
physical tracks. Surreal Titan. The great unknown has advantage on
Strength checks.
A CTIONS
Unshackled Movement. The great unknown’s rate of de-
Multiattack. The fate runner makes three unarmed strikes scent while falling is 60 feet per round. The great unknown
or uses twisted adaption and makes two unarmed strikes. takes no falling damage. The great unknown can move
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach across liquids and up, down, and across vertical surfaces
10ft., one target. Hit: 8 (1d6 + 4) piercing damage + 3 and upside down along ceilings.
(1d6) psychic damage. Vigorous. Once during each of your turns, when the great
Camouflage. The fate runner can use an action to become unknown hits a creature with an unarmed strike it can at-
invisible. This effect ends when the fate runner attacks or tempt to grapple or shove it.
moves. Spellcasting. The great unknown is a 20th-level spellcaster.
Twisted Adaption (Recharge 5-6). Hostile creatures within Its spellcasting ability is Wisdom (spell save DC 18, +11 to
10 feet of the fate runner must succeed on a DC 16 Wis- hit with spell attacks). The great unknown has the follow-
dom saving throw or take 1d6 psychic damage and be ing dream shifter spells prepared:
frightened of the fate runner until the beginning of the fate Cantrips (at will): Frostbite, Gust, Mage Hand, Thauma-
runner’s next turn. turgy, Thunderclap
1st level (4 slots): Absorb Elements, Color Spray, Sleep
2nd level (3 slots): Blur, Darkness, Levitate
3rd level (3 slots): Hypnotic Pattern, Slow
4th level (1 slots): Dimension Door, Greater Invisibility
A CTIONS
Multiattack. The great unknown makes four unarmed
strikes or uses renew and makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach
5ft., one target. Hit: 14 (2d8 + 5) slashing damage + 3
(1d6) force damage.
Renew (Recharge 5-6). The great unknown regains 32 (4d8
+ 16) hit points.

19
Magic Items Dream Finder Loop
RING, UNCOMMON (REQUIRES ATTUNEMENT)
HERE ARE EIGHT ITEMS TO BE ADDED TO A CAMPAIGN WITH OR WHILE WEARING THIS RING, YOU CAN SPEND AN ACTION TO SENSE
WITHOUT DREAM SHIFTERS. THE DIRECTION TO ANY CREATURE THAT IS ASLEEP WITHIN A 150-FOOT
RADIUS.
Mystic Claw
WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT) ADDITIONALLY, AS AN ACTION YOU CAN TOUCH A SLEEPING CREATURE
TO SEE A MOMENTARY IMAGE OF THEIR DREAM. YOU CAN’T TARGET
A GAUNTLET MADE FROM THE CLAWS OF A BEAR. IT IS BEAUTIFULLY THE SAME CREATURE AGAIN FOR 24 HOURS.
ADORNED WITH BEADS AND FEATHERS.
YOU CAN USE THE MYSTIC CLAW AS A SPELL FOCUS FOR YOUR SPELLS. Charm of the Spider Sage
WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT BY A DREAM
STANDING WITHIN 5 FEET OF A HOSTILE CREATURE DOES NOT IMPOSE SHIFTER)
DISADVANTAGE ON ATTACK ROLLS YOU MAKE AS PART OF CASTING A
SPELL. A WOODEN HOOP THAT HOLDS AN INTRICATE WEB OF STRINGS. IT
GUIDES POSITIVE ENERGIES TOWARD YOU WHILE CATCHING DESTRUC-
WHENEVER YOU CAST A CANTRIP YOU CAN USE A BONUS ACTION TO TIVE MAGIC IN ITS WEB.
MAKE AN UNARMED STRIKE. IF YOU DO, YOU GET A +2 BONUS TO
THE DAMAGE ROLL. YOU CAN USE THE CHARM OF THE SPIDER SAGE AS A SPELL FOCUS
FOR YOUR DREAM SHIFTER SPELLS.
Armband of Adaption YOU HAVE 1 ADDITIONAL DREAM POINT.
WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT BY A
DREAM SHIFTER) WHENEVER YOU MAKE A SAVING THROW AGAINST A SPELL OR AN-
OTHER MAGICAL EFFECT, YOU CAN ADD A D6 TO THE ROLL.
A BRACELET EMBELLISHED WITH A GEOMETRIC PATTERN THAT SEEMS
TO TAKE ON THE COLORS OF THE WEARER’S ENVIRONMENT.
Sandman’s Pouch
IMMEDIATELY AFTER CHOOSING TRANSFORM AS PART OF THE DRAW WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)
FROM DREAMS FEATURE, YOU CAN UNASSIGN A DREAM POINT AND
A SMALL LEATHER POUCH FILLED WITH GLITTERING SAND.
THEN ASSIGN IT RANDOMLY.
THE POUCH HAS 8 CHARGES. IT REGAINS 1D8CHARGES DAILY AT
Ingot of Invocation DAWN.
WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT BY A
DREAM SHIFTER) YOU CAN EXPEND 2 OF THE POUCH’S CHARGES TO CAST THE SLEEP
AN AMULET HOLDING AN INGOT OF A MYSTERIOUS METAL. SOME- SPELL USING THE SAND IN THE POUCH.
TIMES IT PRODUCES HARMLESS SPARKS IN A COLOR DEPENDING ON
YOU CAN EXPEND 4 OF THE POUCH’S CHARGES TO CAST THE CATNAP
YOUR MOOD.
SPELL USING THE SAND IN THE POUCH.
IMMEDIATELY AFTER CHOOSING INVOKE AS PART OF THE DRAW FROM
DREAMS FEATURE, YOU CAN FORGET ANY CANTRIP YOU HAVE LEARNED WHENEVER YOU CAST THE SLEEP SPELL YOU CAN EXPEND THE
WITH THE DRAW FROM DREAMS FEATURE TO LEARN ANOTHER CANTRIP POUCH’S CHARGES TO INCREASE THE LEVEL OF THE SPELL. THE SPELL’S
FROM THE DREAM SHIFTER CANTRIP LIST. IT COUNTS AS A DREAM LEVEL INCREASES BY 1 FOR EACH EXPENDED CHARGE UP TO A MAXI-
SHIFTER SPELL FOR YOU. YOU FORGET IT AT THE END OF YOUR NEXT LONG MUM OF 5TH LEVEL.
REST.
Coronet of the Dream Space
Ring of Renewal WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT)
WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT BY A
DREAM SHIFTER) THIS ORNATE, BRONZE CIRCLET HOLDS A SHIMMERING BLUE GEM
THAT SEEMS TO REFLECT A DIFFERENT PLACE.
A RING MADE OF A LIVING WOOD COVERED IN FINE BARK. ONCE A
MONTH THE RING SHEDS ITS BARK REVEALING A DIFFERENT KIND OF AS AN ACTION YOU CAN TOUCH A WILLING CREATURE OTHER THAN
LAYER OF BARK UNDERNEATH. YOURSELF TO TRANSPORT IT TO A HARMLESS DEMIPLANE WITHIN THE
CORONET OF THE DREAM SPACE WHICH CAUSES ITS GEM TO GLOW
IMMEDIATELY AFTER CHOOSING RENEW AS PART OF THE DRAW FROM BRIGHTLY.
DREAMS FEATURE, YOU GAIN A NUMBER OF TEMPORARY HIT POINTS
EQUAL TO FIVE TIMES THE NUMBER OF HIT DICE YOU SPENT. WHILE ON THIS DEMIPLANE, A CREATURE USES YOUR SENSES IN-
STEAD OF ITS OWN AND CAN CAST SPELLS AS IF IT WERE IN YOUR
WHILE YOU ARE ATTUNED TO ALL THREE, THE ARMBAND OF ADAPTION, SPACE.
THE INGOT OF INVOCATION, AND THE RING OF RENEWAL, YOU CAN
CHOOSE TWO OPTIONS INSTEAD OF ONE WHEN USING THE DRAW IF YOU SHARE AT LEAST ONE LANGUAGE, YOU CAN TELEPATHICALLY
FROM DREAMS FEATURE. COMMUNICATE WITH ANY CREATURE INSIDE THE CORONET AND IT CAN
TELEPATHICALLY COMMUNICATE WITH YOU.
A CREATURE WITHIN THE CORONET CAN USE AN ACTION TO RETURN TO
A FREE SPACE WITHIN 5 FEET OF YOU. THE TARGET IS ALSO RETURNED
IF YOU DO SO AS AN ACTION, IF THERE’S EVER MORE THAN ONE CREA-
TURE INSIDE THE CORONET, IF YOU STOP WEARING IT, OR YOUR ATTUN-
EMENT TO IT ENDS.

20
Dream Generator Twist
SUDDENLY SOMETHING HAPPENS THAT PUSHES THE DREAM INTO A
ALMOST ANY ADVENTURER CAN DREAM, SOMETIMES AS A PRODUCT NEW DIRECTION AND CHANGES ITS MOOD. ROLL ON THE TWIST TABLE
OF THEIR OWN SUBCONSCIOUS, SOMETIMES AS A MESSAGE FROM A DEPENDING ON YOUR CHOSEN MESSAGE.
POWERFUL ENTITY
WARNING TWISTS
THIS GENERATOR IS A CREATIVE TOOL FOR DM’S THAT ALLOWS YOU
d6 Twist d6 Twist
TO EASILY COME UP WITH A SHORT DREAM SEQUENCE FOR A PLAYER.
ROLL AT LEAST ONCE ON THE LOCATION AND SURREAL QUALITY TA- 1 Cold wind 4 Fleeting shadow
BLES, DECIDE FOR THE DREAM’S MESSAGE, AND THEN ROLL AT LEAST 2 Vermin 5 Growing darkness
ONCE ON THE TWIST AND MESSENGERS TABLES. IT’S EASIER TO ROLL 3 Entrapment 6 Scream
ALL ELEMENTS OF YOUR DREAM SEQUENCE FIRST AND THEN CONNECT-
ING THE DOTS THAN DOING IT BETWEEN ROLLS. MOTIVATION TWISTS
d6 Twist d6 Twist
Location 1 Beautiful music 4 Old friends
YOU DREAM STARTS IN A CERTAIN PLACE. ROLL ON THE DREAM LO- 2 Golden light 5 Treasure chest
CATIONS TABLE.
3 Flowers grow 6 Warm breeze
DREAM LOCATIONS
EPIPHANY TWISTS
d20 Location d20 Location
d6 Twist d6 Twist
1 Bath House 11 High Grass
1 Animal call 4 Light shifting color
2 Beach 12 Inn
2 Booming echoes 5 Opening doorway
3 Cave 13 Library
3 Dream falls apart 6 Symbols appear
4 Childhood Home 14 Moon
5 Crossroads 15 Mountain
Messenger
6 Desert 16 Palace
A MESSENGER APPEARS AND DELIVERS THE ESSENTIAL MESSAGE OF
7 Dungeon 17 Ship
THIS DREAM. ROLL ON A MESSENGERS TABLE DEPENDING ON YOUR
8 Farm 18 Side Alley CHOSEN MESSAGE.
9 Forest 19 Swamp
WARNING MESSENGERS
10 Garden 20 Temple d6 Messenger d6 Messenger
1 Crow 4 Giant
Surreal Quality
2 Dying person 5 Hooded figure
SOMETHING IS OFF ABOUT THAT PLACE. ROLL ON THE SURREAL QUAL-
3 Fiend 6 Monstrosity
ITIES TABLE.
SURREAL QUALITIES MOTIVATION MESSENGERS
d10 Quality d10 Quality d6 Messenger d6 Messenger
1 Endlessly repeating 6 Shifting and changing 1 Celestial 4 Mythical Hero
2 Frozen in time 7 Surreal lights 2 Child 5 Pet
3 Mazelike 8 Strangely familiar 3 Muse 6 Source of light
4 Misplaced objects 9 Under water EPIPHANY MESSENGERS
5 Misty 10 Winding and twisting d6 Messenger d6 Messenger
1 Book 4 Fae
Dream Message 2 Clone 5 Masked person
DREAMS CAN HAVE DIFFERENT EFFECTS ON THE CONSCIOUS MIND. 3 Disembodied voice 6 Parent
DECIDE, WHAT KIND OF MESSAGE THE DREAMER SHOULD TAKE AWAY
FROM THE DREAM. Varying the length of dreams
Warning. AN ADVENTURER CAN GET A WARNING OF SOMETHING
DARK COMING THEIR WAY. THESE HAPPEN MORE FREQUENTLY IN YOU CAN CREATE SHORTER DREAMS USING THE DREAM GENERATOR
CALM AND PEACEFUL TIMES. BY STOPPING TO ROLL AT ANY POINT TO CREATE AN INCOMPLETE
Motivation. AN ADVENTURER CAN HAVE A VISION MOTIVATING DREAM THAT YOU CAN CONTINUE AT A LATER POINT OR LEAVE OPEN.
THEM TO HOLD ON JUST A LITTLE LONGER. THESE HAPPEN MORE FRE- YOU CAN CREATE LONGER DREAMS BY RESTARTING THE ROLLING PRO-
QUENTLY IN DARK AND TRYING TIMES. CESS AT ANY POINT TO CREATE A NEW DREAM SEQUENCE, LINKING
Epiphany. ADVENTURERS SOMETIMES MISS TO CONNECT IM- MULTIPLE DREAM SEQUENCES TOGETHER. YOU CAN PLACE A MES-
PORTANT DETAILS WHICH THEY ARE HINTED TOWARDS IN A DREAM. SAGE AT THE END OF A SERIES OF INCOMPLETE DREAM SEQUENCES
THESE OFTEN COME UNEXPECTEDLY IN COMPLICATED TIMES. OF DISTRIBUTE PARTS OF IT OVER SEVERAL COMPLETE ONES.

21
Credits The Spider Web Charm
THE CIRCLE THAT APPEARS IN THE COVER ART AND IS REPRESENTED IN
THE MAGIC ITEMS SECTION IS BASED ON THE REAL-WORLD DREAM
CATCHER, SPIDER WEB CHARM OR ASABIKESHIINH. THE OJIBWE
PEOPLE (THE ORIGINAL INHABITANTS OF SOUTHERN CANADA AND THE
NORTHERN MIDWESTERN UNITED STATES) HAVE PASSED ON THE
STORY OF ITS ORIGINS THROUGHOUT THE GENERATIONS. IT GOES SOME-
THING LIKE THIS:

ASIBIKAASHI (SPIDER WOMAN) IS A POWERFUL AND WISE FIGURE.


SHE HELPED NANABOOZHO (A HEROIC TRICKSTER SPIRIT) TO BRING
THE DREAM SHIFTER WAS AUTHORED AND FORMATTED BY GIIZIS (THE SUN) TO THE PEOPLE OF THE LAND. SHE CARED FOR AND
Ludimist - Marc Wegmann WATCHED OVER THE OJIBWE PEOPLE AND PROTECTED THEM FROM
WWW.LUDIMIST.CH / MARC@LUDIMIST.CH EVIL INFLUENCE AND BAD BAWEDJIGEWIN (DREAMS). IT CAME A
TIME WHEN IT BECAME IMPOSSIBLE FOR ASIBIKAASHI TO PROTECT
ALL THE OJIBWE BECAUSE THEY HAD SPREAD OUT, ALL OVER TURTLE
ISLAND (NORTH AMERICA). SO, SHE STARTED TEACHING THE ART OF
COVER ART BY MAKING SPIDER WEB CHARMS: A HOOP, MADE OF RED WILLOW AND
Jonathan Munro SINEW REPRESENTING GIIZIS HOLDING A WEB MADE OF PLANT FIBER
WWW.JONATHANMUNROART.COM AND SOMETIMES FEATHERS HANGING FROM IT. THESE SPIDER WEB
CHARMS ARE HUNG ABOVE THE HEAD DURING THE NIGHT, USUALLY
ABOVE CHILDREN. THE HOLE IN THE MIDDLE ALLOWS POSITIVE INFLU-
ILLUSTRATIONS BY ENCES AND GOOD BAWEDJIGEWIN TO SNEAK THROUGH THE STRINGS
Ludimist (P.7-9) AND FOLLOW THE FEATHERS DOWN TO THE SLEEPER. EVIL INFLUENCES
Sangeeta (P.10) INCLUDING BAD BAWEDJIGEWIN ARE CAUGHT IN THE WEB AND DE-
STROYED IN GIIZIS’ LIGHT AT DAWN.

THIS STORY CAN SERVE AS A STARTING POINT IF YOU PLAN ON INCLUD-


Special thanks to my Playtesters ING DREAM CATCHERS IN YOUR GAME AND WANT TO HONOR THEIR
ORIGINS.
ALEX
FABIO
FREDY
GABRIEL
MAURICE
SANGEETA
SARA
YANNICK

and to

THE /R/UNEARTHEDARCANA SUBREDDIT


/U/OVERDRIVE2000
/U/WILLIAM-GAUSS DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST,
/U/ZAETYA FORGOTTEN REALMS, RAVENLOFT, EBERRON, THE DRAGON
AMPERSAND, RAVNICA AND ALL OTHER WIZARDS OF THE COAST
PRODUCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS OF
WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES.
THE DREAM SHIFTER WAS RELEASED ON THE 22.09.2020. ON THE
16.12.2022 THE NUMBER OF PEOPLE WHO HAVE DOWNLOADED
THE DREAM SHIFTER WAS THIS WORK CONTAINS MATERIAL THAT IS COPYRIGHT WIZARDS OF THE
COAST AND/OR OTHER AUTHORS. SUCH MATERIAL IS USED WITH
3340
PERMISSION UNDER THE COMMUNITY CONTENT AGREEMENT FOR
DUNGEON MASTERS GUILD.
DESPITE THE PAY-WHAT-YOU-WANT MODEL OF
THE DREAM SHIFTER, OVER 50 PEOPLE DECIDED ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2019 BY
TO PAY THE RECOMMENDED PRICE OF 2$ on DM’s
LUDIMIST (MARC WEGMANN) AND PUBLISHED UNDER THE
Guild rewarding it the “Copper Best Seller”
award. Thank you. COMMUNITY CONTENT AGREEMENT FOR DUNGEON MASTERS
GUILD.

22

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