You are on page 1of 5

Dragon Age - Dreamer, Fade Walker, Dreamweaver by Elenys495

New Background

DREAMER

You have always possessed a deep connection to the realm of dreams and the Fade,
granting you glimpses into otherworldly realms and the ability to manipulate the dreamscape.

However, dreamers attract demons and most prove too frail of mind to survive a demonic
possession. As a result, dreamers are rare. The very presence of demons is painful to
dreamers, as they are particularly sensitive to them.

Dreamers may use special dried herbs to help them enter the Fade. Strangely, these herbs
smell fresh to the mage once they have entered the Fade. There are also herbs that can
preclude sleep and block one from the Fade itself, if necessary.Dreamer

As a Dreamer, you are both blessed and burdened with this extraordinary gift.

Benefits:
● Dream Manipulation: You have honed your ability to manipulate dreams and
subconscious thoughts. Once per day, you can enter someone's dream and
manipulate their subconscious. Roll a Communication (Dreamweaving) test opposed
by the target's Willpower (Self-Discipline) test. On a success, you can implant
suggestions, create vivid dream scenarios, or induce nightmares.
● Resilience of the Dreamer: Your connection to the Fade grants you an innate
resistance to mental manipulation and illusions. You gain a +1 bonus to Willpower
(Self-Discipline) tests to resist such effects.

Drawbacks:
● The Dreamer's Burden: Your connection to the Fade can be overwhelming at times,
causing vivid and haunting dreams. The GM may introduce narrative complications
or impose minor penalties in certain situations, such as when attempting to rest or
recover from a mentally taxing event.
● Vulnerability in the Fade: While your connection to the Fade provides advantages,
it also makes you more susceptible to the dangers lurking within. Spirits and demons
may be more drawn to you, and you may encounter greater challenges when
navigating the Fade or dealing with its denizens.
When you are in the Fade and a demon or spirit gets too close to you, you must
make a successful TN14 Perception (Detect Demon) test to flee and not be affected.
On a failed roll, you fall into a deep sleep, from which you cannot wake up for 1d6
hours. During this time, you will be challenged by the creature. The GM decided that
you simply wake up, have some effect on you, or have to fight with the creature.
amer
ELF DREAMER

2D6 ROLL Elf Benefit

2 +1 Communaction

3-4 Speak Elven

5 Focus: Cunning (Cultural Lore)

6 Focus: Willpower (Self-Discipline)

7-8 +1 Magic

9 Focus: Perception (Seeing)

10-11 +1 Dexterity

12 Weapon Group: Bows

HUMAN DREAMER

2D6 ROLL Human Benefit

2 +1 Communication

3-4 Focus: Cunning (Arcane Lore)

5 Focus: Willpower (Self-Discipline)

6 Focus: Cunning (History)

7-8 +1 Magic

9 Focus: Perception (Seeing)

10-11 Focus: Constitution (Stamina)

12 +1 Cunning

PLAYING A DREAMER

If you choose to play a dreamer, modify your character as


follows:
● Add 1 to your Willpower ability. A dreamer needs strength of will to fend off
possession.
● You gain the following ability focus: Communication (Dreamweaving) and Perception
(Detect Demon).
● Choose whether your character is a human or an elf.
● You can speak and read the Trade Tongue and language of your native land, if
different from Trade Tongue. If you are a Circle mage, you can read Ancient Tevene.
● Take the mage class.
● As a Dreamer, you do not need to use lyrium to enter the Fade.
● You get special Benefits and Drawbacks.
Roll twice on the Dreamer table that matches your chosen race (elf or human) for additional
benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until
you get something different.

New Focuses

COMMUNICATION FOCUS

Dreamweaving: Understanding the secrets of the Fade and the Dreaming. Only a Dreamer
can take this focus.

PERCEPTION FOCUS

Detect Demon: A Dreamer’s ability to sense nearby demons, because the very presence of
demons is painful to them. Only Dreamer can take this focus.

New Talent

FADE WALKER

Classes: Mage.
Requirement: None.

You have delved into the secrets of the Fade.

Novice: You gain a +1 bonus to Perception tests when it comes to detecting magical auras,
spirits, or hidden influences.

Journeyman: Dreamwalk: Once per day, you can enter the Fade through lucid dreaming.
While in the Fade, you can communicate with spirits and gain insight into current or future
events. The GM determines the specific effects and outcomes of these interactions.
For this lyrum is required, except for the Dreamers.

Master: Psychic Projection: Once per day, you can project your consciousness into the Fade
while your physical body remains behind. While in this state, you are immune to physical
attacks and can move freely within the Fade. However, your physical body is defenseless,
and any harm that befalls it will jolt you back into your body. You can also use psychic
projection to communicate telepathically with others, even if they are not sleeping.
For this lyrum is required, except for the Dreamers.
New Specialization

DREAMERWEAVER

A talented dreamer can become a Dreamweave, who is capable of entering the Fade at will,
without the aid of lyrium or blood magic. A talented dreamweaver can shape the Fade and
affect the dreams of sleeping people, killing or driving them mad.
There is danger in this path, as the dreamers attract demons and they are very vulnerable in
the Fade.

DREAMWEAVER TALENT

Classes: Mage.
Requirement: You must be a Dreamer with Magic and Willpower 3 or higher.

Novice:
You can enter Dreamweaver mode. Once in an encounter as an activate action, you can
enter a state of heightened connection with the Fade, unleashing your full potential and your
eyes turn full white.
This mode can be safely maintained for up to a number of 1D6 + your Willpower rounds,
after that the demons will notice you and must make a successful TN 15 Willpower
(Self-Discipline) test and the state ends immediately. On a failed test your major actions will
be lost until a successful one, because a demon try to possess you. On a successful test
you can end the state. You can end the state with another activate action.
During Dreamweaver mode, you gain Fade Sight. Additionally, the Resilience of the
Dreamer benefit gives you a +2 bonus to Willpower (Self-Discipline) test to resist mental
manipulation and illusions, instead of +1.

Journeyman:
You gain Nightmarish Assault spell.

Master:
You gain Rapture of the Fade. During Dreamweaver mode, you can draw even more power
from the Fade. Your body seems transparent and you gain a +2 spellpower, a +2 bonus for
tests to resist magical effects, every offensive spell gains 1d6 extra damage and healing
spells gain 1d6 extra healing.
New Spells

NIGHTMARISH ASSAULT

Magic School: Spirit


Spell Type: Utility
Mana Cost: 8 MP
Casting Time: Major Action
Target Number: 15
Test: Willpower (Courage) vs. Communication (Dreamweaving)
Requirement: Dreamweaver specialization (Journeyman), Dreamweaver mode

As a major action, you can project horrifying and nightmarish visions into the minds of your
enemies. Make a Communication (Dreamweaving) test opposed by the target's Willpower
(Courage) test. On a success, the target takes 1D6 + Willpower penetrating damage and
becomes shaken, which means suffering a -1 penalty to their attack rolls and defense until
the end of the encounter. If the test fails, the target only suffers the penalty.

You might also like