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A 5e Homebrew Class

V 8.0.3
Index

Dream Shifter Class 3


CLASS INTRO 3
CLASS FEATURES 4
MANIFESTATIONS & ANOMALIES _7
SUBCLASSES 9
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? THE DREAM
SHIFTER CAN USE THEIR WISDOM SCORE AS THEIR STRENGTH SCORE
AND PSIONIC SPELLCASTING ALLOWS A DREAM SHIFTER TO CAST SPELLS
WITH JUST SOMATIC COMPONENTS (P.5). DRAW FROM DREAMS LETS
THE DREAM SHIFTER SPEND RESOURCES TO GAIN RESISTANCE TO
DAMAGE TYPES AND OTHER BENEFITS AND TO HEAL WITH HIT DICE
DURING COMBAT AND TO TEMPORARILY LEARN THE CANTRIPS THEY
NEED (P.6-8).

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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 – ONE MORE SACRIFICE FOR THE GOLDEN GOD- WENT THROUGH BETWEEN DISCOVERING YOUR PSIONICS AND SETTING
DESS. WITHIN A MOMENT THE HUMAN’S HANDS TRANSFORM INTO OUT ON YOUR ADVENTURE.
BEAR CLAWS AND HIS SKIN INTO FEATHERS AND SWIRLING PATTERNS. WHICH THOUGHTS OR EMOTIONS STARTED MANIFESTING IN THE BE-
PANICKED, THE CULTISTS FLEE OUT OF THE TEMPLE AS THE SURREAL GINNING? HOW DID YOU EXPLORE THESE MANIFESTATIONS? DID YOU
CREATURE RISES AND GIVES CHASE. TRY TO KEEP THEM A SECRET? DO YOU HAVE A FRIEND OR A MENTOR
A BANDIT LEADER DASHES OUT OF A CAVE, CURSING THE NAME OF TO HELP YOU UNDERSTAND YOUR OWN MIND?
HIS CONTRACTOR, HIS REMAINING FOLLOWERS CLOSE BEHIND. AS THE HOW DO YOU DEAL WITH THE UNCONTROLLABLE SIDE OF YOUR
SURVIVORS REGROUP IN THE FALLING SNOW, THEY ARE APPROACHED PSIONICS? DO YOU ACCEPT IT AS AN ALLIED FORCE, OR ARE YOU TRYING
BY AN ELF. WITH A SUDDEN FLICK OF HER HAND, ALL BANDITS EXCEPT TO SUBJUGATE IT?
FOR THE LEADER DISSOLVE INTO SMOKE. SHE TAKES A BOW AND WHY HAVE YOU DECIDED TO BECOME AN ADVENTURER? IS THERE
THANKS HIM FOR REVEALING THE NAME SHE HAD BEEN LOOKING FOR. A MYSTERY IN YOUR WORLD THAT IS CALLING TO YOU, OR ARE YOU TRY-
IRRITATED, THE BANDIT DRAWS HIS BLADE, BUT AS HE WANTS TO ING TO TEST THE LIMITS OF YOUR ABILITIES?
CHARGE, HE WAKES UP IN HIS TENT.
Quick Build
AWAKENED BY THE SOUND OF A FIGHT OUTSIDE, THE DWARVEN
YOU CAN MAKE A DREAM SHIFTER QUICKLY BY FOLLOWING THESE
SHAMAN STEPS OUT OF HIS TENT INTO THE COOL NIGHT. HIS BODY HAS
SUGGESTIONS. FIRST, WISDOM SHOULD BE YOUR HIGHEST ABILITY
TAKEN A FORM THAT IS COMPOSED OF SUNLIT WATER PROJECTING
SCORE, FOLLOWED BY CONSTITUTION. SECOND, CHOOSE THE HERMIT
BRIGHT BLUE REFLECTIONS ALL AROUND HIM. A LARGE ICE LIZARD IS
BACKGROUND. THIRD, CHOOSE THE EXPRESSION OF DENIAL AS YOUR
ATTACKING THE CAMP, FREEZING THE DEFENDERS WITH ITS BREATH.
PSIONIC EXPRESSION.
THE SHAMAN’S FORM STARTS BOILING AND FLAMES SPRING FROM HIS
HANDS. THEN, WITHOUT HESITATION HE CHARGES TOWARD THE Optional Rule: Multiclassing
CREATURE, UNIMPRESSED BY THE DEADLY HAZE. IF YOUR GROUP USES THE OPTIONAL RULE ON MULTICLASSING IN THE
DREAM SHIFTERS HAVE A SPECIAL CONNECTION TO THE SUBCON- PLAYER’S HANDBOOK, THERE’S WHAT YOU NEED TO KNOW IF YOU
SCIOUS. TO BE A DREAM SHIFTER MEANS TO EMBRACE ASPECTS OF CHOOSE DREAM SHIFTER AS ONE OF YOUR CLASSES.
ONESELF ONE CAN NEITHER UNDERSTAND NOR CONTROL, TO BRING Ability Score Minimum. AS A MULTICLASS CHARACTER, YOU
THEM TO THE SURFACE AND TRANSFORM. IN THIS FORM DREAM SHIFT- MUST HAVE AT LEAST A WISDOM SCORE OF 13 TO TAKE A LEVEL IN
ERS CAN OVERCOME THEIR LIMITATIONS AND CHASE THE MYSTERIES THIS CLASS. OR TO TAKE A LEVEL IN ANOTHER CLASS IF YOU ARE AL-
OF THEIR TIME. READY A DREAM SHIFTER.
Proficiencies Gained. IF DREAM SHIFTER ISN’T YOUR INITIAL
Confronting the Subconscious CLASS, HERE ARE THE PROFICIENCIES YOU GAIN WHEN YOU TAKE YOUR
LIKE BEHOLDERS, DREAM SHIFTERS CAN ACCESS REALITY WARPING FIRST LEVEL AS A DREAM SHIFTER: LIGHT ARMOR, MEDIUM ARMOR.
POWERS THROUGH THEIR DREAMS. WHEN UNLEASHED, THE RAW, UN- Variant Psionic Ability
FOCUSED PSIONICS OF A DREAM SHIFTER TRANSFORM THEM INTO A AS A DREAM SHIFTER YOU USE YOUR WISDOM ABILITY FOR SOME OF
SURREAL REFLECTION OF THEIR MIND. DEPENDING ON THE THOUGHTS YOUR CLASS AND SUBCLASS FEATURES. HOWEVER, WITH YOUR DM’S
THEY BRING TO THE SURFACE, A DREAM SHIFTER CAN TURN INTO A HOR- PERMISSION, YOU CAN CHOOSE TO INSTEAD USE YOUR INTELLIGENCE
RIFYING MONSTER OR A SOOTHING PRESENCE. OR CHARISMA ABILITY FOR ALL YOUR DREAM SHIFTER FEATURES THAT
BECAUSE OF THE CONNECTION BETWEEN A DREAM SHIFTER’S USE YOUR WISDOM ABILITY BY DEFAULT. WHILE WISDOM TAPS INTO
DREAMS AND THEIR ABILITIES, THEY NEED TO CULTIVATE AN AWARE- THE SUBCONSCIOUS THROUGH INTROSPECTION, CHARISMA DOES IT
NESS OF THEIR OWN THOUGHTS AND DEVELOP INDIVIDUAL TECH- THROUGH SELF-EXPRESSION, AND INTELLIGENCE THROUGH THE
NIQUES TO MASTER THEIR OWN MIND. THE JOURNEY OF DREAM SHIFT- KNOWLEDGE AND APPLICATION OF PSYCHOLOGICAL CONCEPTS.
ERS OFTEN LEADS THEM TO SECLUSION AND INTROSPECTION AS THEY IF YOU CHOOSE TO USE INTELLIGENCE OR CHARISMA AS YOUR
EXPLORE THEIR OWN SUBCONSCIOUS IN THEIR DREAMS. PSIONIC ABILITY, YOU MUST ALSO CHOOSE THE RESPECTIVE SAVING
ONCE THEY CAN RELIABLY ACCESS THEIR PSIONIC TRANSFORMATION, THROW PROFICIENCY.
THEY ARE READY TO FACE THE DANGERS OF THEIR WORLD ON THEIR OWN
TERMS.

Paragons of the Contradictory


BECAUSE OF THEIR PERSPECTIVE ON PSYCHOLOGICAL PROCESSES,
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 OFTEN RIDDLES OF PERSONAL
VALUES AND MOTIVATIONS RATHER THAN SITUATIONS THAT CALL FOR A
MORAL STAND. THOUGH, THIS DOESN’T NECESSARILY 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 Surrealize, Psionic Expression
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 Expression 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: CLUBS, DAGGERS, DARTS, GREATCLUBS, JAVELINS, 6th +3 Ease of Mind, Psionic Expression Feature
MACES, QUARTERSTAFFS, SHORTBOWS, SLINGS, SPEARS 7th +3 Stable Anomaly
Tools: ONE MUSICAL INSTRUMENT OR 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 Expression 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 Expression Feature
• (A) A SPEAR OR (B) ANY SIMPLE MELEE WEAPON 15th +5 Stable Anomaly (2 Anomalies)
• (A) FIVE BOOMERANGS OR (B) ANY SIMPLE WEAPON 16th +5 Ability Score Improvement
• (A) AN ENTERTAINER’S PACK OR (B) AN EXPLORER’S PACK
17th +6 Draw from Dreams Improvement
• LEATHER ARMOR AND A DAGGER
18th +6 Boundless Gift
Surrealize 19th +6 Ability Score Improvement
STARTING AT 1ST LEVEL YOU CAN MAGICALLY TRANSFORM INTO A PHYS- 20th +6 Surreal Titan
ICAL REFLECTION OF YOUR MIND.
MANIFESTATIONS
Dream Points d6 Manifestation
THE POWER OF YOUR NEW SHAPE IS REPRESENTED BY A NUMBER 1 Unreal Mobility
OF DREAM POINTS. 2 Phantasmal Weapons
Number of Dream Points = your Dream shifter level + 3 Ethereal Infusion
your Wisdom modifier
4 (See Subclass)
Manifestations and Anomalies 5 (See Subclass)
MANIFESTATIONS ARE A SET OF 5 DYNAMICALLY SCALING FEATURES 6 Emerging Anomaly
THAT DETERMINE ADDITIONAL BENEFITS PROVIDED BY YOUR TRANSFOR-
MATION. A MANIFESTATION ADDS CERTAIN BENEFITS DEPENDING ON ANOMALIES
THE NUMBER OF DREAM POINTS ASSIGNED TO IT (ASSIGNING d20 Anomaly d20 Anomaly
DREAM POINTS TO A MANIFESTATION ADDS NEW BENEFITS TO SUR- 1 Abstract 11 Nimble
REALIZE WHILE UNASSIGNING DREAM POINTS REMOVES THEM 2 Aiming 12 Obscure
AGAIN). EACH MANIFESTATION PROVIDES SPECIFIC BENEFITS AT 1, 3
AND 6 ASSIGNED DREAM POINTS. 3 Camouflage 13 Psychedelic
ANOMALIES ARE A SET OF 20 SPECIAL, COMPLEMENTARY FEATURES 4 Crackling 14 Responsive
THAT FUNCTION LIKE MANIFESTATIONS EXCEPT THEY ONLY PROVIDE 5 Distorting 15 Puzzling
BENEFITS AT 1 DREAM POINT. 6 Deflecting 16 Slippery
YOU FIND ALL MANIFESTATIONS, ANOMALIES, AND THEIR DESCRIP-
TIONS IN THE “MANIFESTATIONS AND ANOMALIES” SECTIONS AT THE 7 Elastic 17 Swift
END OF THE CLASS’S DESCRIPTION (P.10). USE ONE OF THE MANIFES- 8 Fluid 18 Symbiotic
TATION SHEETS AT THE END OF THIS DOCUMENT TO TRACK YOUR 9 Glowing 19 Tranquil
DREAM POINTS AND THE BENEFITS OF YOUR TRANSFORMATION (P.23).
10 Indomitable 20 Weightless
Assigning Dream Points
Random Assignment. WHEN ASSIGNING A DREAM POINT
YOUR SURREALIZED SHAPE IS FORMED BY BOTH, YOUR CONSCIOUS
RANDOMLY, ROLL ON THE MANIFESTATIONS TABLE, AND ASSIGN THE
AND YOUR SUBCONSCIOUS MIND. THEREFORE, WHEN YOU GAIN THIS
DREAM POINT TO THE RESULTING MANIFESTATION. WHEN ROLLING A
FEATURE, ASSIGN HALF OF YOUR DREAM POINTS (ROUNDED DOWN)
6 ON THE MANIFESTATIONS TABLE, ROLL ON THE ANOMALIES TABLE
FREELY AND THEN THE REST RANDOMLY.
AND ASSIGN THE DREAM POINT TO THE RESULTING ANOMALY IN-
Free Assignment. WHEN ASSIGNING A DREAM POINT FREELY,
STEAD.
CHOOSE A MANIFESTATION FROM AMONG RESULTS 1-5 ON THE MAN-
IFESTATIONS TABLE, AND ASSIGN THE DREAM POINT TO IT.

4
Activating Surrealize ADDITIONALLY, CAN CAST THE SLEEP SPELL ONCE WITHOUT USING A
YOU CAN SURREALIZE AS AN ACTION. YOUR TRANSFORMATION ENDS SPELL SLOT. IT COUNTS AS A DREAM SHIFTER SPELL FOR YOU. YOU CAN’T
IF YOU ARE KNOCKED UNCONSCIOUS. YOU CAN ALSO END IT ON YOUR DO SO AGAIN UNTIL YOU FINISH A LONG REST.
TURN AS A BONUS ACTION.
Spellcasting Ability. WISDOM IS YOUR SPELLCASTING ABILITY
WHILE SURREALIZED, YOUR FEATURES AND PROFICIENCIES STAY THE FOR DREAM SHIFTER SPELLS. YOU USE YOUR WISDOM WHENEVER A
SAME, AND YOU GAIN THE FOLLOWING BENEFITS: SPELL REFERS TO YOUR SPELLCASTING ABILITY. IN ADDITION, USE YOUR
• YOU GAIN THE BENEFITS PROVIDED BY YOUR MANIFESTATIONS WISDOM MODIFIER WHEN SETTING THE SAVING THROW DC FOR A
AND ANOMALIES DEPENDING ON THE NUMBER OF DREAM DREAM SHIFTER SPELL YOU CAST AND WHEN MAKING AN ATTACK ROLL
POINTS ASSIGNED TO EACH OF THEM. WITH ONE.
• YOUR STRENGTH SCORE IS EQUAL TO YOUR WISDOM SCORE. Spell save DC = 8 + your proficiency bonus +
• YOUR WEAPON ATTACKS DEAL FORCE DAMAGE AND COUNT AS your Wisdom modifier.
MAGICAL FOR THE SAKE OF OVERCOMING RESISTANCE AND IM-
MUNITY TO NONMAGICAL ATTACKS. Spell attack modifier = your proficiency bonus +
• YOUR AC IS 12 PLUS YOUR WISDOM MODIFIER. your Wisdom modifier.

WHILE SURREALIZED, YOU CAN’T EAT, DRINK, OR SLEEP, AND YOU Psionic Spellcasting. CASTING DREAM SHIFTER SPELLS
CAN’T SPEAK EXCEPT WHEN USING TELEPATHY. DOESN’T REQUIRE VERBAL OR MATERIAL COMPONENTS THAT LACK A
WHILE SURREALIZED YOUR APPEARANCE IS DETERMINED BY YOUR GOLD COST AND AREN’T CONSUMED BY THE SPELL.
SUBCLASS AND YOUR MANIFESTATIONS THAT HAVE DREAM POINTS YOU CAN CHANGE ONE OF YOUR CHOSEN CANTRIPS WHENEVER YOU
ASSIGNED TO THEM. YOUR BASIC FORM STAYS THE SAME; IF YOU’RE GAIN A LEVEL IN THIS CLASS.
BIPEDAL, YOU CAN’T USE SURREALIZATION BECOME QUADRUPEDAL,
FOR INSTANCE. YOUR SHAPE IS OBVIOUSLY MAGICAL AND CANNOT BE Draw from Dreams
USED TO DISGUISE. STARTING AT 2ND LEVEL YOU CAN FOCUS AND CHANNEL YOUR RAW,
WHEN YOU SURREALIZE, YOU CHOOSE FOR EACH PIECE OF EQUIP- PSIONIC POWER. AS A BONUS ACTION, YOU CAN UNASSIGN A DREAM
MENT WHETHER IT IS SUSPENDED IN AN EXTRADIMENSIONAL SPACE POINT TO CHOOSE ADAPT, RENEW, OR INVOKE.
UNTIL YOUR TRANSFORMATION ENDS OR WHETHER IT IS WORN BY YOU.
WORN EQUIPMENT FUNCTIONS AS NORMAL, BUT ITS APPEARANCE Adapt
CHANGES TO MATCH YOUR SURREALIZATION UNTIL IT ENDS OR THE FOCUSING YOUR PSIONIC POWER INCREASES THE INFLUENCE OF YOUR
EQUIPMENT IS NOT WORN AT THE END OF YOUR TURN. CONSCIOUS MIND OVER YOUR MANIFESTATIONS CHANGING THEM
INTO A NEW CONFIGURATION.
Restoring Dream Points
UNASSIGN AN ADDITIONAL DREAM POINT, THEN ASSIGN IT FREELY.
WHENEVER YOU FINISH A LONG REST, YOU CAN RESTORE YOUR DREAM YOU CAN UNASSIGN AND FREELY ASSIGN AN ADDITIONAL DREAM
POINTS. TO DO SO, UNASSIGN ALL OF YOUR DREAM POINTS, THEN POINT AT 5TH (2), 11TH (3), AND 17TH LEVEL (4).
ASSIGN THEM RANDOMLY. IF YOU SPENT AT LEAST ONE HOUR OF YOUR
LONG REST FOLLOWING A MENTAL EXERCISE, INSTEAD, ASSIGN HALF OF Renew
YOUR DREAM POINTS (ROUNDED DOWN) FREELY AND THEN THE REST YOU DIRECT THE FOCUSED PSIONIC POWER INTO YOUR BODY GAINING
RANDOMLY. CONTROL OVER ITS NATURAL REGENERATION.
Mental Exercise. EXERCISES TO EMOTIONALLY PROCESS THE YOU CAN SPEND ONE HIT DIE. IF YOU DO, ROLL IT, AND ADD YOUR
USE OF YOUR PSIONICS ARE PERSONAL AND INCLUDE MAKING MUSIC, CONSTITUTION MODIFIER TO THE RESULT. YOU REGAIN HIT POINTS
PLAYING GAMES, PAINTING, OR FOLLOWING A PSIONIC MEDITATION. EQUAL TO THE TOTAL. YOU CAN SPEND AN ADDITIONAL HIT DIE AT 5TH
(2), 11TH (3), AND 17TH LEVEL (4).
Psionic Expression
Invoke
AT 1ST LEVEL, CHOOSE WHICH EMOTIONS ARE EXPRESSED WITH YOUR YOU CHANNEL THE FOCUSED PSIONIC POWER OUTWARD WHERE IT
TRANSFORMATION: EXPRESSION OF DENIAL, EXPRESSION OF GRATI- MANIFESTS AS NEW, REALITY BENDING ABILITIES.
TUDE, OR EXPRESSION OF CURIOSITY, ALL DETAILED AT THE END OF THE YOU LEARN A CANTRIP FROM THE DREAM SHIFTER CANTRIP LIST. IT
CLASS DESCRIPTION. THE expression YOU CHOOSE GRANTS YOU FEA- COUNTS AS A DREAM SHIFTER SPELL FOR YOU. YOU FORGET IT AT THE
TURES AT 1ST LEVEL AND AGAIN AT 3RD, 6TH, 10TH, AND 14TH LEVEL. END OF YOUR NEXT LONG REST.
Mind Trick Dream Shifter Cantrip List
AT 2ND LEVEL NEW PSIONIC ABILITIES EMERGE. YOU LEARN TWO CANTRIPS (0 LEVEL)
FROM AMONG THE FOLLOWING CANTRIPS: FRIENDS, MAGE HAND, control flames minor illusion skip strike*
MESSAGE AND PEEK*. THEY COUNT AS DREAM SHIFTER SPELLS FOR frostbite mold earth thaumaturgy
gust produce flame thunderclap
YOU. EACH OF THEM HAS A MODIFICATION:
lightning lure shape water whirling whisps*
Friends. THE TARGET ONLY BECOMES HOSTILE IF IT BELIEVES YOU
HAVE TAKEN ADVANTAGE OF IT. Lucid Rest
Mage Hand. THE HAND IS INVISIBLE, AND YOU CAN MOVE THE
HAND TO ANY POINT YOU SEE WITHIN RANGE. BEGINNING AT 2ND LEVEL, YOUR RATE OF RECOVERY INCREASES.
Message. YOU DON’T NEED TO WHISPER THE MESSAGE AND YOU WHEN YOU FINISH A LONG REST, YOU REGAIN ALL HIT DICE ASSOCI-
CAN TARGET ANY NUMBER OF CREATURES WITHIN RANGE. ATED WITH YOUR DREAM SHIFTER LEVEL (YOU STILL ONLY GAIN HALF OF
Peek. THE SPELL HAS A RANGE OF 30 FEET, AND THE CUBE EXTENDS THE HIT DICE GRANTED BY OTHER CLASSES).
FROM A POINT YOU CAN SEE WITHIN THE SPELL’S RANGE.

5
Ability Score Improvement Memento
WHEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH, 16TH, AND AT 13TH LEVEL YOU CAN DIG INTO YOUR MEMORY TO RESURFACE AND
19TH LEVEL, YOU CAN INCREASE ONE ABILITY SCORE OF YOUR CHOICE CONNECT EVERY THOUGHT YOU EVER HAD ABOUT A CERTAIN TOPIC.
BY 2, OR YOU CAN INCREASE TWO ABILITY SCORES OF YOUR CHOICE BY WHENEVER YOU MAKE AN INTELLIGENCE (ARCANA), INTELLIGENCE
1. AS NORMAL, YOU CAN’T INCREASE AN ABILITY SCORE ABOVE 20 (HISTORY), INTELLIGENCE (NATURE) OR INTELLIGENCE (RELIGION)
USING THIS FEATURE. CHECK, IF YOU ARE NOT PROFICIENT WITH THAT SKILL, YOU CAN GAIN
USING THE OPTIONAL FEATS RULE, YOU CAN FORGO TAKING THIS FEA- PROFICIENCY WITH THAT SKILL UNTIL YOU FINISH A LONG REST.
TURE TO TAKE A FEAT OF YOUR CHOICE INSTEAD. ONCE YOU HAVE USED THIS FEATURE, YOU CAN’T DO SO AGAIN UNTIL
YOU FINISH A LONG REST UNLESS YOU UNASSIGN A DREAM POINT TO
Extra Attack DO SO.
BEGINNING AT 5TH LEVEL, YOU CAN ATTACK TWICE, INSTEAD OF ONCE,
WHENEVER YOU TAKE THE ATTACK ACTION ON YOUR TURN.
Boundless Gift
STARTING AT 18TH LEVEL YOU CAN USE YOUR MOST POWERFUL
Ease of Mind PSIONIC ABILITIES WITH EASE. WHEN YOU CAST THE CATNAP SPELL
AT 6TH LEVEL, YOUR PSIONICS BECOME MORE VERSATILE. YOU CAN AS PART OF THE EASE OF MIND FEATURE, YOU CAN UNASSIGN TWO
CAST THE CATNAP SPELL ONCE WITHOUT USING A SPELL SLOT. IT DREAM POINTS TO DO SO AGAIN BEFORE FINISHING A LONG REST.
COUNTS AS A DREAM SHIFTER SPELL FOR YOU. YOU CAN’T DO SO AGAIN ADDITIONALLY, WHEN YOU CAST ANY SPELL AS PART OF YOUR GIFTS
UNTIL YOU FINISH A LONG REST. UNFOLDING FEATURE, YOU CAN UNASSIGN THREE DREAM POINTS TO
ADDITIONALLY, YOU CAN CAST THE CANTRIPS YOU HAVE CHOSEN AS DO SO AGAIN BEFORE FINISHING A LONG REST.
PART OF THE MIND TRICK FEATURE AS A BONUS ACTION. IF YOU HAVE
Surreal Titan
CHOSEN THE MAGE HAND CANTRIP, YOU CAN CONTROL THE SPELL AS
A BONUS ACTION. AT 20TH LEVEL, TAPPING INTO YOUR FULL PSIONIC POTENTIAL GROWS
YOUR SURREALIZED FORM DRAMATICALLY. WHEN YOU SURREALIZE OR
Stable Anomaly AS AN ACTION WHILE SURREALIZED, YOU CAN UNASSIGN A DREAM
STARTING AT 7TH LEVEL, YOUR CONSCIOUS MIND STARTS TO MANIFEST POINT TO BECOME LARGER. IF YOU DO, YOUR SIZE DOUBLES IN ALL
IN MORE COMPLEX WAYS. WHEN ASSIGNING DREAM POINTS FREELY DIMENSIONS, AND YOUR WEIGHT IS MULTIPLIED BY EIGHT. THIS
AS PART OF RESTORING YOUR DREAM POINTS, YOU CAN CHOOSE TO GROWTH INCREASES YOUR SIZE BY ONE CATEGORY – FROM MEDIUM
ASSIGN ONE DREAM POINT TO A RESULT ON THE ANOMALIES TABLE TO LARGE FOR EXAMPLE. IF THERE ISN’T ENOUGH ROOM FOR YOU TO
INSTEAD OF THE MANIFESTATIONS TABLE. DOUBLE YOUR SIZE, YOU ATTAIN THE MAXIMUM POSSIBLE SIZE IN
YOU CAN ASSIGN AN ADDITIONAL DREAM POINT TO A RESULT ON THE SPACE AVAILABLE. WHILE ENLARGED, YOU GAIN THE FOLLOWING
THE ANOMALY TABLE AT 15TH LEVEL. BENEFITS:
• YOU HAVE ADVANTAGE ON STRENGTH CHECKS AND STRENGTH
Gifts Unfolding SAVING THROWS.
STARTING AT 9TH LEVEL, YOUR PSIONIC POTENTIAL EXPANDS FURTHER. • WHEN YOU HIT WITH A WEAPON ATTACK YOU CAN ADD A D4 TO
WHEN YOU CAST THE SLEEP SPELL AS PART OF THE MIND TRICK FEA- THE DAMAGE ROLL.
TURE, YOU CAN UNASSIGN A DREAM POINT TO DO SO AGAIN BEFORE • AT THE BEGINNING OF EACH TURN, YOU GAIN TEMPORARY HIT
FINISHING A LONG REST. POINTS EQUAL TO YOUR WISDOM MODIFIER WHICH LAST UNTIL THE
ADDITIONALLY, YOU CAN CAST TWO SPELLS DEPENDING ON THE CAN- BEGINNING OF YOUR NEXT TURN.
TRIPS YOU HAVE CHOSEN AS PART OF THE MIND TRICK FEATURE. THE
THIS EFFECT LASTS UNTIL SURREALIZE ENDS OR UNTIL YOU USE THIS
GIFTS UNFOLDING SPELLS TABLE SHOWS THE SPELLS ASSOCIATED
FEATURE AGAIN.
WITH YOUR CHOSEN CANTRIPS. THEY COUNT AS DREAM SHIFTER
SPELLS FOR YOU. YOU CAN CAST EITHER SPELL ONCE WITHOUT USING A
SPELL SLOT. ONCE YOU’VE CAST EITHER OF THESE SPELLS, YOU CAN’T
DO SO AGAIN UNTIL YOU FINISH A LONG REST.
GIFTS UNFOLDING SPELLS
Cantrip Spell
Friends Modify Memory
Mage hand Telekinesis
Message Dream
Peek* Scrying

Episodic Coherence
STARTING AT 11TH LEVEL, THE SYMBOLS AND THEMES IN YOUR
DREAMS START TO CONNECT TO EACH OTHER. WHEN ASSIGNING
DREAM POINTS RANDOMLY, IF YOU HAVE THREE OR MORE UNAS-
SIGNED DREAM POINTS, ASSIGN THREE DREAM POINTS TO THE RE-
SULTING MANIFESTATION INSTEAD OF ONE. WHEN ROLLING A 6 THIS
WAY, ROLL THREE TIMES ON THE ANOMALIES TABLE INSTEAD OF ONCE
AND ASSIGN ONE UNASSIGNED DREAM POINT TO EACH RESULT.

6
Manifestations and Expression
of Gratitude
Anomalies with Weightless

MANIFESTATIONS ARE A SET OF 5 DYNAMICALLY SCALING FEATURES Anomaly

THAT DETERMINE THE BENEFITS PROVIDED BY SURREALIZE. ANOMA-


LIES ARE A SET OF 20 SPECIAL, COMPLEMENTARY FEATURES THAT PRO-
VIDE ADDITIONAL BENEFITS (ASSIGNING DREAM POINTS TO MANI-
FESTATIONS OR ANOMALIES ADDS NEW BENEFITS WHILE UNASSIGN-
ING DREAM POINTS REMOVES THEM AGAIN).

Manifestations
EACH MANIFESTATION PROVIDES SPECIFIC BENEFITS AT 1,3 AND 6
ASSIGNED DREAM POINTS.

1 Unreal Mobility
SURREALIZING INCREASES YOUR SPEED AND MOBILITY.
Points Effect
1 Your walking speed is increased by 10 feet and your
jump distance is doubled.
3 Your walking speed is increased by an additional 5 feet
and your rate of descent while falling slows to 60 feet
per round. You take no falling damage.
6 Your walking speed is increased by an additional 5
feet. Additionally, you can move across liquids, up,
down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free. You gain
a climbing speed equal to your walking speed.

2 Phantasmal Weapons
SURREALIZING TRANSFORMS YOUR HANDS BECOME FIERCE WEAPONS
SUCH AS CLAWS OR HEAVY FISTS.
Points Effect
1 When you use the Attack action with an unarmed
strike, you can make one unarmed strike as a bonus ac-
tion.
3 Your unarmed strike uses a d6 for damage.
6 Your unarmed strike uses a d12 instead of a d6 for
damage. Additionally, once during each of your turns,
immediately after you hit a creature with an unarmed
strike you can attempt to grapple or shove it. Anomalies
ANOMALIES PROVIDE BENEFITS AT 1 ASSIGNED DREAM POINT.
3 Ethereal Infusion
SURREALIZING INFUSES YOU WITH MAGICAL POWER. 1 Abstract
Points Effect SURREALIZING ELEVATES YOU ABOVE SOME OF YOUR USUAL NEEDS
AND VULNERABILITIES.
1 Immediately after changing the number of Dream
Points assigned to this Manifestation, choose cold, Points Effect
fire, or lightning damage. Whenever you hit with a
weapon attack, you can unassign a Dream Point to deal 1 You don't need to breathe. Additionally, you are im-
an extra 2d6 damage of the chosen type. mune to disease and the poisoned condition.
3 You can choose psychic or thunder damage as the
damage type and you have resistance to the chosen 2 Aiming
damage type. Additionally, whenever you hit with a
weapon attack, you can deal an extra 1d4 damage of SURREALIZING ALLOWS YOU TO PLACE YOUR ATTACKS PRECISELY.
the chosen type.
Points Effect
6 You can choose necrotic or radiant damage as the
damage type and whenever you hit a creature with a 1 As a bonus action you can take aim to add 1d6 to the
weapon attack you deal an extra1d8 damage of the next attack roll you make this turn.
chosen type instead of 1d4. Additionally, whenever
you unassign a Dream Point to deal extra damage, you
can deal 2d6 damage of the chosen type to a different 3 Camouflage
target you can see within 5 feet. SURREALIZING COVERS YOU WITH A CHAMELEONIC SURFACE THAT CAN
MAKE YOU BLEND PERFECTLY INTO THE BACKGROUND.
6 Emerging Anomaly
ROLL ON THE ANOMALIES TABLE AND ASSIGN THE DREAM POINT TO Points Effect
THE RESULTING ANOMALY INSTEAD. 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.

7
4 Crackling 13 Psychedelic
SURREALIZING ENHANCES YOUR SPELLCASTING. SURREALIZING CAN MANIFEST FLICKERING, DISTRACTING PATTERNS.
Points Effect Points Effect
1 You can add your Wisdom modifier (minimum of +1) 1 As a bonus action, you can choose a creature you can
to one damage roll of any cantrip you cast. see within 10 feet. The next time it makes a skill check
or saving throw this turn, it must roll 1d6 and subtract
the number rolled from the skill check or saving throw.
5 Distorting
SURREALIZING ALLOWS YOU TO CREATE SPACIAL DISTORTIONS. 14 Puzzling
Points Effect SURREALIZING CREATES OPTICAL ILLUSIONS THAT MAKE IT HARDER TO
1 You can use a bonus action to turn the area in a 15- HIT YOU.
foot radius around you into difficult terrain until the
beginning of your next turn. Points Effect
1 While not wielding a shield, you have a +2 bonus to
6 Deflecting your AC.
SURREALIZING PROJECTS A TELEKINETIC SHIELD HAT SLOWS ATTACKS
AGAINST YOU. 15 Responsive
SURREALIZING ALLOWS YOU TO SENSE DANGER.
Points Effect
1 Damage you take is reduced by a number equal to Points Effect
your Wisdom modifier. 1 You gain a bonus to initiative rolls equal to your Wis-
dom modifier and you can’t be surprised.
7 Elastic
SURREALIZING MAKES YOUR ARMS ELASTIC ARMS ALLOWING YOU TO 16 Slippery
STRETCH THEM FAR BEYOND THEIR USUAL LENGTH WHEN ATTACKING. SURREALIZING MAKES YOU SLIPPERY OR OTHERWISE HARD TO GRASP.
Points Effect Points Effect
1 When you make a melee attack on your turn, your 1 You can take the disengage action as a bonus action.
reach is increased by 10 feet.
17 Swift
8 Fluid SURREALIZING ALLOWS YOU TO ACCELERATE WITH EASE.
SURREALIZING ALLOWS YOU TO COLLAPSE OR FOLD YOURSELF TO PASS
THROUGH THE NARROWEST OPENINGS. Points Effect

Points Effect 1 You can take the dash action as a bonus action.

1 You are immune to being grappled and restrained and 18 Symbiotic


you can move through a space as narrow as 1 inch
wide without squeezing. SURREALIZING ALLOWS YOU TO QUICKLY REACT TO YOUR ALLIES’ NEEDS.
Points Effect
9 Glowing
SURREALIZING MAKES YOU GLOW WITH AN UNREAL LIGHT. 1 You can take the help action as a bonus action.

Points Effect 19 Tranquil


1 You shed bright light in a 30-foot radius and dim light SURREALIZING PROJECTS AN AURA THAT DAMPENS SUFFERING.
for an additional 30 feet. You can end and restore this
effect as a bonus action. Points Effect
1 Whenever a creature within 10 feet takes damage, the
10 Indomitable damage becomes non-lethal.
SURREALIZING PROTECTS FROM BEING IMMOBILIZED.
20 Weightless
Points Effect
SURREALIZING FREES YOU FROM THE SHACKLES OF GRAVITY.
1 You are immune to being paralyzed and stunned and
magic can’t put you to sleep. Points Effect
1 You have a flying speed equal to half your walking
11 Nimble speed and you can hover.
SURREALIZING MAKES YOU FLEXIBLE ENOUGH TO EASILY FIT INTO ANY
HIDING SPOT.
Points Effect
1 You can take the hide action as a bonus action.

12 Obscure
SURREALIZING ALLOWS YOU TO DIMINISH YOUR PHYSICAL PRESENCE.
Points Effect
1 Whenever you take the dodge action, you gain re-
sistance to bludgeoning, piercing and slashing damage
until the beginning of your next turn.

8
Expression of Denial DENIAL MANIFESTATIONS
d6 Manifestation
THE EXPRESSION OF DENIAL MANIFESTS ANXIETY AND ANGER. PRO- 4 Uncanny Accuracy
CESSING THESE EMOTIONS, DREAM SHIFTERS GAIN THE STRENGTH TO 5 Psychometric Survival
FACE THE THINGS THEY WOULD INSTINCTIVELY TRY TO AVOID. THEY EX-
PLORE THE DARK PLACES OF THEIR WORLD. THEY HUNT DANGEROUS Twisted Adaption
CREATURES AND DELIBERATELY PUT THEMSELVES INTO PERILOUS SITU- AT 3RD LEVEL, YOU SEND OUT WAVES OF PSIONIC FEAR AS YOU
ATIONS JUST TO LEARN FROM THE EXPERIENCE AND STRENGTHEN CHANGE YOUR FORM. WHENEVER YOU CHOOSE ADAPT AS PART OF
THEMSELVES BOTH PHYSICALLY AND MENTALLY. THE DRAW FROM DREAMS FEATURE, IF YOU ARE SURREALIZED, EACH
HOSTILE CREATURE WITHIN 10 FEET MUST SUCCEED ON A WISDOM
Bonus Proficiency SAVING THROW AGAINST YOUR SPELL SAVE DC OR TAKE 1D6 PSYCHIC
WHEN YOU CHOOSE THIS EXPRESSION, YOU GAIN PROFICIENCY WITH DAMAGE.
THE INTIMIDATION SKILL, OR WITH THE SURVIVAL SKILL IF YOU ARE AL- STARTING AT 7TH LEVEL EACH CREATURE THAT FAILS THIS SAVING
READY PROFICIENT WITH THE INTIMIDATION SKILL. THROW AND IS AWARE OF YOU ALSO BECOMES FRIGHTENED OF YOU
UNTIL THE BEGINNING OF YOUR NEXT TURN.
Nightmare Form STARTING AT 13TH LEVEL, EACH CREATURE THAT FAILS THIS SAVING
THE EXPRESSION OF DENIAL GIVES YOU A FRIGHTENING APPEAR- THROW TAKES 2D6 PSYCHIC DAMAGE INSTEAD OF 1D6.
ANCE WHILE SURREALIZED, WHATEVER THAT MEANS FOR YOU. YOUR STARTING AT 19TH LEVEL THIS FEATURE AFFECTS EACH HOSTILE CREA-
MANIFESTATIONS AND ANOMALIES ALSO ASSUME THIS VISUAL TURE WITHIN 20 INSTEAD OF 10 FEET.
THEME. ROLL ON THE NIGHTMARE THEMES TABLE TO DETERMINE ITS
VISUAL THEME, CHOOSE ONE OF THE OPTIONS, OR COMBINE TWO. Personal Terror
YOU MAY ALSO COME UP WITH A NEW ONE. STARTING AT 6TH LEVEL YOU CAN SINGLE OUT A CREATURE BY PARTIALLY
STEPPING INTO ITS SUBCONSCIOUS. AS A BONUS ACTION, YOU CAN
NIGHTMARE THEMES
CHOOSE ANOTHER CREATURE YOU CAN SEE WITHIN 60 FEET AND BE-
d6 Appearance
COME INVISIBLE TO EVERY OTHER CREATURE THAT’S HOSTILE OR INDIF-
1 Long-limbed and made up of black smoke FERENT TOWARDS YOU FOR 1 MINUTE. THIS EFFECT ENDS IF THE TARGET
2 Predatory animals melded together IS EVER MORE THAN 60 FEET FROM YOU AT THE END OF YOUR TURN
3 Twisted, warped, and mutated flesh WHILE IT IS ALIVE, IMMEDIATELY AFTER YOU DEAL DAMAGE TO ANY
CREATURE THAT IS NOT THE TARGET, OR IF YOU USE THIS FEATURE AGAIN.
4 A cruel construct of steel and steam
YOU CAN CHOOSE TO END THIS EFFECT AS A BONUS ACTION.
5 Alien anatomy and an unusual number of eyes YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE
6 A roaring, elemental force IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL.

WHILE YOU CAN’T SPEAK WHILE SURREALIZED, YOUR CAN STILL PRO- Profound Courage
DUCE TERRIFYING SOUNDS, SUCH AS GROWLS, INCOMPREHENSIBLE AT 10TH LEVEL YOU GAIN A DEEPER UNDERSTANDING OF ANXIETY.
WHISPERING, OR HOWLING WIND. DETERMINE A SET OF SOUNDS THAT YOUR PROFICIENCY BONUS FOR YOUR CHARISMA (INTIMIDATION)
MATCHES YOUR VISUAL THEME. CHECKS IS DOUBLED.
ADDITIONALLY, RESULTS 4 AND 5 OF YOUR MANIFESTATIONS TABLE ADDITIONALLY, YOU CAN’T BE FRIGHTENED.
ARE AS INDICATED ON THE DENIAL MANIFESTATIONS TABLE.
Daring Deviation
STARTING AT 14TH LEVEL YOU ACHIEVE A NEW LEVEL OF CONTROL OVER
YOUR TRANSFORMATION. WHEN CHOOSING ADAPT AS PART OF THE
DRAW FROM DREAMS FEATURE AND ASSIGNING DREAM POINTS
FREELY, YOU CAN CHOOSE ONE OF THE RESULTS ON THE ANOMALIES
TABLE INSTEAD OF THE MANIFESTATIONS TABLE. IF YOU DO, YOU GAIN
AN ADDITIONAL BONUS ACTION ON THIS TURN. YOU CAN ONLY USE THIS
BONUS ACTION FOR ABILITIES PROVIDED BY THE CHOSEN ANOMALY.

Denial Manifestations
4 Relentless Precision
SURREALIZING IMPROVES YOUR ACCURACY.
Expression
of Denial Points Effect
1 Whenever you make a attack roll, if you didn’t roll a 1
you can treat a d20 roll of 6 or lower as a 7.
3 Whenever you make a attack roll, if you didn’t roll a 1,
you can treat a d20 roll of 8 or lower as a 9. Additionally,
you score a critical hit on a 19 or 20.
6 Whenever you make a attack roll, if you didn’t roll a 1,
you can treat a d20 roll of 10 or lower as an 11. Addi-
tionally, you score a critical hit on an 18, 19 or 20.

9
5 Psychometric Survival
SURREALIZING ALLOWS YOU TO SENSE RESIDUAL PSYCHIC ENERGIES
AND BETTER EVALUATE YOUR ENVIRONMENT.
Points Effect
1 You know the direction to any living creature you have
hit with a melee attack within the last minute.
3 You have advantage on Wisdom (Survival) checks.
6 When searching for tracks, you can sense the residual
psychic energy left behind by creatures within the last
24 hours, even if there are no physical tracks. Crea-
tures that are immune to psychic damage can’t be
tracked this way.

Expression of Gratitude Expression


of Gratitude
THE EXPRESSION OF GRATITUDE MANIFESTS HAPPINESS AND HOPE.
THIS EXPRESSION ALLOWS DREAM SHIFTERS TO PERSEVERE IN DIFFI-
CULT SITUATIONS. THEY ARE THE EYE OF THE STORM, A REFUGE IN A
JUDGMENTAL WORLD. THEY SEE THE GOOD WITHIN PEOPLE AND TO
THE CORE OF CONFLICTS. FOR THESE DREAM SHIFTERS THE WORLD IS A
PUZZLE WHERE ALL PIECES CAN BE REASSEMBLED UNTIL EACH OF
THEM HAS FOUND THE PLACE WHERE IT WAS ALWAYS MEANT TO BE.
Bonus Proficiency
WHEN YOU CHOOSE THIS EXPRESSION, YOU GAIN PROFICIENCY WITH
THE PERSUASION SKILL, OR WITH THE INSIGHT SKILL IF YOU ARE AL-
READY PROFICIENT WITH THE PERSUASION SKILL.
Graceful Form
THE EXPRESSION OF GRATITUDE GIVES YOU A PLEASANT APPEAR-
ANCE WHILE SURREALIZED, WHATEVER THAT MEANS FOR YOU. YOUR
MANIFESTATIONS AND ANOMALIES ALSO ASSUME THIS VISUAL
THEME. ROLL ON THE GRACE THEMES TABLE TO DETERMINE ITS VIS-
UAL THEME, CHOOSE ONE OF THE OPTIONS, OR COMBINE TWO. YOU
MAY ALSO COME UP WITH A NEW ONE.

GRACE THEMES
d6 Appearance STARTING AT 7TH LEVEL, ATTACK ROLLS AGAINST THE TARGETED CREA-
1 Floating brush strokes forming a body TURE ARE MADE WITH DISADVANTAGE UNTIL THE BEGINNING OF YOUR
2 Colorful animals melded together NEXT TURN.
STARTING AT 13TH LEVEL INSTEAD OF CHOOSING ANOTHER CREATURE
3 Flowers, vines, and leaves
YOU CAN SEE WITHIN 10 FEET, YOU CAN CHOOSE UP TO TWO OTHER
4 A humanoid musical instrument CREATURES YOU CAN SEE WITHIN 20 FEET.
5 A flawless anatomical statue STARTING AT 19TH LEVEL THE TARGETED CREATURES HAVE AD-
6 Shimmering crystals and gems VANTAGE ON SAVING THROWS UNTIL THE BEGINNING OF YOUR NEXT
TURN.
WHILE YOU CAN’T SPEAK WHILE SURREALIZED, YOU CAN STILL PRO-
Revitalizing Touch
DUCE MELODIC SOUNDS SUCH AS BIRDSONGS, AN INCOMPREHENSI-
STARTING AT 6TH LEVEL YOU CAN PLANT SOOTHING IMAGES INTO THE
BLE CHOIR, OR HUMMING. DETERMINE A SET OF SOUNDS THAT
MINDS OF PEOPLE. AS AN ACTION, YOU CAN TOUCH A WILLING CREA-
MATCHES YOUR VISUAL THEME.
ADDITIONALLY, RESULTS 4 AND 5 OF YOUR MANIFESTATIONS TABLE TURE TO RESTORE UP TO 3 OF ITS HIT DICE.
ARE AS INDICATED ON THE GRATITUDE MANIFESTATIONS TABLE. YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE
IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL.
GRATITUDE MANIFESTATIONS
Profound Harmony
d6 Manifestation
AT 10TH LEVEL YOU GAIN A DEEP UNDERSTANDING OF INNER BAL-
4 Saving Grace ANCE. YOUR PROFICIENCY BONUS FOR YOUR CHARISMA (PERSUA-
5 Empathic Insight SION) CHECKS IS DOUBLED.
ADDITIONALLY, YOU CAN'T BE CHARMED.
Renewing Veil
STARTING AT 3RD LEVEL YOU CAN CREATE A PSIONIC VEIL AROUND AN- Interdependence
OTHER CREATURE ACTIVATING ITS NATURAL REGENERATION. WHEN STARTING AT 14TH LEVEL YOU CAN PSIONICALLY TRANSFER LIFE FORCE.
CHOOSING RENEW AS PART OF THE DRAW FROM DREAMS FEATURE, WHENEVER YOU CHOOSE RENEW AS PART OF THE DRAW FROM
YOU CAN CHOOSE ANOTHER CREATURE YOU CAN SEE WITHIN 10 FEET. DREAMS FEATURE, YOU AND ANY OF THE TARGETED CREATURES CAN
IT REGAINS 1 HIT POINT IF IT HAS NO HIT POINTS LEFT. THEN IT CAN ALSO ROLL HIT DICE (AND ADD ITS CONSTITUTION MODIFIER) TO HAVE
SPEND HIT DICE THE SAME WAY TO REGAIN HIT POINTS. ANY OTHER OF THESE CREATURES REGAIN HIT POINTS.

10
Gratitude Manifestations CURIOSITY MANIFESTATIONS
d6 Manifestation
4 Saving Grace
4 Focusing Prism
SURREALIZING HELPS YOU GETTING OUT OF DIFFICULTIES.
5 Aura Perception
Points Effect
1 You get a bonus to saving throws equal to half your Fractal Invocation
Wisdom modifier rounded down (with a minimum of
+1). STARTING AT 3RD LEVEL YOU CHANNEL YOUR PSIONIC POWER INTO
3 Instead, you get a bonus to saving throws equal to EVEN MORE COMPLEX ABILITIES. YOU KNOW ANY SPELL WITH A SPELL
your Wisdom modifier (with a minimum of +1). LEVEL THAT YOU CAN CAST WITH THE MIND TRICK, EASE OF MIND AND
6 When you are subjected to an Effect that allows you to GIFTS UNFOLDING FEATURES.
make a saving throw to take only half damage, you in- Spell Slots. THE CURIOSITY SPELLCASTING TABLE SHOWS HOW
stead take no damage if you succeed on the saving
throw, and only half damage if you fail. MANY SPELL SLOTS YOU HAVE TO CAST YOUR SPELLS OF 1ST LEVEL AND
HIGHER. TO CAST ONE OF THESE SPELLS, YOU MUST EXPEND A SLOT
5 Empathic Insight OF THE SPELL’S LEVEL OR HIGHER. YOU REGAIN ALL EXPENDED SPELL
SURREALIZING ALLOWS YOU TO SENSE EMOTIONS. SLOTS WHEN YOU FINISH A LONG REST.
Points Effect FOR EXAMPLE, IF YOU KNOW THE 1ST-LEVEL SPELL ABSORB ELE-
1 You can use a bonus action to learn the emotional state MENTS AND HAVE A 1ST-LEVEL AND A 2ND-LEVEL SPELL SLOT AVAILA-
of any creature you see within 10 feet. BLE, YOU CAN CAST ABSORB ELEMENTS USING EITHER SLOT.
3 You have advantage on Wisdom (Insight) checks. WHEN CHOOSING INVOKE AS PART OF YOUR DRAW FROM DREAMS
FEATURE, YOU CAN LEARN A SPELL FROM THE CURIOSITY SPELL LIST IN
6 You can use a bonus action to learn the emotional state
of any creature you see within 30 feet instead of 10 feet ADDITION TO A CANTRIP. THE SPELL MUST BE OF A LEVEL FOR WHICH
and you know when a creature you see within 30 feet YOU HAVE SPELL SLOTS. IT COUNTS AS A DREAM SHIFTER SPELL FOR
speaks a lie.
YOU. YOU FORGET THIS SPELL WHEN YOU FINISH A LONG REST.
CURIOSITY SPELLCASTING
Expression of Curiosity —Spell Slots per Spell Level—
Dream Shifter
THE EXPRESSION OF CURIOSITY MANIFESTS FASCINATION AND SUR- Level 1st 2nd 3rd 4th
PRISE. DREAM SHIFTERS THAT ACCESS THIS EXPRESSION RECONNECT 3rd 2 — — —
WITH THEIR SENSE OF WONDER. TO THESE DREAM SHIFTERS REALITY
4th 3 — — —
IS RELATIVE, AND THEY WARP IT TO OVERCOME WHATEVER OBSTACLE
IS IN THEIR WAY. THEY WALK INTO UNCHARTED LANDS AND CLIMB THE 5th 3 — — —
HIGHEST MOUNTAINS WHERE THEY FIND A NEW SIDE OF THE WORLD 6th 3 — — —
AND THEMSELVES.
7th 4 2 — —
Bonus Proficiency
WHEN YOU CHOOSE THIS EXPRESSION, YOU GAIN PROFICIENCY WITH 8th 4 2 — —
THE DECEPTION SKILL, OR WITH THE PERCEPTION SKILL IF YOU ARE 9th 4 2 — —
ALREADY PROFICIENT WITH THE DECEPTION SKILL.
10th 4 3 — —
Mysterious Form 11th 4 3 — —
THE EXPRESSION OF CURIOSITY GIVES YOU A BIZARRE APPEARANCE
WHILE SURREALIZED, WHATEVER THAT MEANS FOR YOU. YOUR MANI- 12th 4 3 — —
FESTATIONS AND ANOMALIES ALSO ASSUME THIS VISUAL THEME. 13th 4 3 2 —
ROLL ON THE MYSTERY THEMES TABLE TO DETERMINE ITS VISUAL
14th 4 3 2 —
THEME, CHOOSE ONE OF THE OPTIONS, OR COMBINE TWO. YOU MAY
ALSO COME UP WITH A NEW ONE. 15th 4 3 2 —
MYSTERY THEMES 16th 4 3 3 —
d6 Appearance
17th 4 3 3 —
1 Constellations of symbols forming a body
18th 4 3 3 —
2 Chitinous insect features
19th 4 3 3 1
3 Layers of fabrics veiling a being underneath
20th 4 3 3 1
4 A faceless mannequin
5 Geometric shapes and polygons of steel or stone Reality Warp
6 A statue made of an unknown element STARTING AT 6TH LEVEL YOU GAIN A LIMITED ABILITY TO WARP REALITY
AS IN A DREAM. AS AN ACTION, YOU CAN EXPEND ONE SPELL SLOT TO
WHILE YOU CAN’T SPEAK WHILE SURREALIZED, YOU CAN STILL PRO- CAST A SPELL. CHOOSE THIS SPELL FROM ANY CLASS OR SUBCLASS, IN-
DUCE STRANGE SOUNDS SUCH AS BUZZING, INCOMPREHENSIBLE CLUDING THIS ONE. A SPELL YOU CHOOSE MUST BE OF THE SAME
ECHOES, OR TICKING. DETERMINE A SET OF SOUNDS THAT MATCHES LEVEL AS THE SPELL SLOT SPENT, MUST HAVE A CASTING TIME OF ONE
YOUR VISUAL THEME. ACTION AND MUST NOT REQUIRE MATERIAL COMPONENTS THAT ARE
ADDITIONALLY, RESULTS 4 AND 5 OF YOUR MANIFESTATIONS TABLE CONSUMED BY THE SPELL. THE CHOSEN SPELL COUNTS AS A DREAM
ARE AS INDICATED ON THE CURIOSITY MANIFESTATIONS TABLE. SHIFTER SPELL FOR YOU.
YOU CAN USE THIS FEATURE ONCE PER LONG REST. YOU CAN USE
IT AN ADDITIONAL TIME AT 12TH AND 18TH LEVEL.

11
Profound Enigma Curiosity Spell List
AT 10TH LEVEL YOU GAIN A NEW LEVEL OF CONTROL OVER THE WAY YOU
ARE PERCEIVED BY OTHERS. YOUR PROFICIENCY BONUS FOR YOUR 1ST LEVEL 2ND LEVEL 3RD LEVEL
CHARISMA (DECEPTION) CHECKS IS DOUBLED. absorb elements blur call lightning
ADDITIONALLY, YOU ARE IMMUNE TO SCRYING AND TO ANY EFFECT
bane darkness erupting earth
THAT WOULD SENSE YOUR EMOTIONS, READ YOUR THOUGHTS, OR
bless dust devil fly
DETECT YOUR LOCATION.
color spray flaming sphere haste
Inspired Imitation earth tremor gust of wind hypnotic pattern
STARTING AT 14TH LEVEL YOU CAN USE YOUR PSIONICS TO IMITATE entangle invisibility major image
MAGIC YOU HAVE RECENTLY ENCOUNTERED. WHEN YOU CHOOSE IN- faerie fire levitate plant growth
VOKE AS PART OF YOUR DRAW FROM DREAMS FEATURE, YOU CAN feather fall phantasmal force slow
LEARN ANY SPELL YOU WITNESSED BEING CAST BY A CREATURE WITHIN fog cloud shatter tidal wave
THE LAST HOUR. THE SPELL MUST BE OF A LEVEL FOR WHICH YOU HAVE heroism skywrite water walk
SPELL SLOTS. THE CHOSEN SPELL COUNTS AS A DREAM SHIFTER SPELL ice knife warding wind
FOR YOU. jump warpscape* 4TH LEVEL
longstrider
dimension door
Curiosity Manifestations manifest dream*
greater invisibility
silent image
hallucinatory terrain
4 Focusing Prism thunderwave
ice storm
SURREALIZING ALLOWS YOU TO STORE, CHANNEL AND REDIRECT
phantasmal killer
MAGIC.
polymorph
Points Effect storm sphere
wall of fire
1 When you take cold, fire, lightning, psychic, or thunder
damage, you can use your reaction to roll 1d6 and re-
duce the incoming damage by the result. If you do, you
can deal the amount and type of damage that was pre-
vented this way to a creature you can see within 20
feet.
3 Whenever you make a Constitution saving throw to
maintain concentration on a spell, you gain a bonus to
the saving throw equal to your Wisdom modifier. Addi-
tionally, whenever you cast a spell that requires con-
centration and has a duration of 1 minute or longer, its
duration is doubled.
6 You can also use a reaction to reduce incoming dam-
age when taking celestial, force or necrotic damage
and you can roll 2d6 instead of 1d6 when doing so.
Additionally, whenever you cast a dream shifter spell
that requires concentration and has a duration of 1 mi-
nute or longer, its duration is tripled instead of dou-
bled.

5 Aura Perception
SURREALIZING ALLOWS YOU TO PERCEIVE HOW THE WEAVE BENDS
AROUND OBJECTS AND CREATURES. Expression
Points Effect of Curiosity

1 You have blindsight out to 10 feet.


3 You have advantage on Wisdom (Perception) checks.
6 You have blindsight out to 30 feet and you see a faint
aura around any visible creature or object that bears
magic.

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, WIZARD, EXPRESSION OF CURIOSITY

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 SLOT
YOU TOUCH ONE NONMAGICAL OBJECT THAT IS NOT WORN OR CARRIED OF 2ND LEVEL OR HIGHER, YOU CAN TARGET ONE ADDITIONAL CREATURE
BY ANOTHER CREATURE. EXTENDING FROM THE POINT OF CONTACT, A FOR EACH SLOT LEVEL ABOVE 1ST. ROLL FOR EACH TARGET SEPARATELY.
5-FOOT-CUBE-PORTION OF IT BECOMES INVISIBLE TO YOU FOR THE DU-
MANIFEST DREAM
RATION. IF THE OBJECT IS A BAG, BOX, OR CHEST WITH A SIZE OF ME-
d6 Effect
DIUM OR SMALLER, ITS CONTENTS ARE REVEALED. IF THE OBJECT IS A
DOOR, FLOOR OR WALL NO THICKER THAN 5 FEET, YOU CAN SEE THROUGH 1 The silhouette forms tentacles accelerating the target. The
target’s walking speed increases by 15 feet.
IT FOR THE DURATION.
2 The silhouette forms large spheres around the target’s
hands. The target’s unarmed strike uses a d6 for damage
Skip Strike and counts as magical for the sake of overcoming re-
sistance and immunity to nonmagical attacks. It can use
CANTRIP CONJURATION Wisdom, Charisma, or Intelligence instead of Strength for
the attack and damage rolls of its unarmed strikes.
Casting Time: 1 ACTION
3 The silhouette takes the shape of flames around the target’s
Range: SELF (30-FOOT RADIUS) hands or weapons. The first time the target hits a creature
Components: S, V with an attack on each turn, it deals an extra 1d8 psychic
damage to that creature.
Duration: INSTANTANEOUS
Classes: ARTIFICER, DREAM SHIFTER, WARLOCK, WIZARD 4 The silhouette forms a sphere around the target. The target
gains a +2 bonus to its AC.
YOU CREATE A FOLD IN SPACE AND REACH THROUGH IT TO ATTACK A 5 The silhouette forms a complex geometric shape around
CREATURE WITHIN 30 FEET. MAKE A MELEE WEAPON ATTACK AGAINST the target. The target has resistance to fire, cold and light-
ning damage.
THE CREATURE. ON A HIT, THE TARGET SUFFERS THE WEAPON ATTACK’S
NORMAL EFFECTS. 6 Choose any effect from among results 1 to 5 on this table.
THE MELEE ATTACK DEALS AN ADDITIONAL 1D4 FORCE DAMAGE AT
5TH LEVEL (1D4), 9TH LEVEL (2D4), 13TH (3D4) LEVEL AND 17TH
Warpscape
2ND LEVEL TRANSMUTATION
LEVEL (4D4).
Casting Time: 1 ACTION
Whirling Whisps Range: 90 FEET
CANTRIP CONJURATION Components: S, V, M (A PIECE OF DOUGH)
Duration: CONCENTRATION UP TO 10 MINUTES
Casting Time: 1 ACTION
Classes: BARD, SORCERER, WARLOCK, WIZARD, EXPRESSION OF
Range: 30 FEET
CURIOSITY
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
obscured.
Dashing Swarm. THE TARGET’S WALKING SPEED INCREASES BY
2 Bubbles float within the area and explode on contact. When
5 FEET. a creature moves into or within the area, it takes 1d10 thun-
der damage for every 5 feet it travels.
Shielding Swarm. THE TARGET GAINS A +1 BONUS TO ITS AC.
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
it must succeed on a Strength saving throw against your
RADIUS AROUND THE TARGET AND DIM LIGHT FOR AN ADDITIONAL 10 spell save DC or be pulled up to 15 feet in a straight line
toward the center of the area.
FEET.
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 Surrealizing
HERE’S A SHORT GUIDE TO HELP YOU NAVIGATE THROUGH THE FIRST TO GAIN THE BENEFITS OF YOUR MANIFESTATIONS AND ANOMALIES,
LEVEL OF THE DREAM SHIFTER CLASS. YOU MUST SURREALIZE. YOU CAN USE AN ACTION TO DO SO. RE-
MEMBER TO END YOUR TRANSFORMATION FROM TIME TO TIME SO YOU
Setting up your Dream Shifter GET 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 MANIFES- CAN EASILY RECOVER FROM TAKING A FEW HITS. THE WIDE ARRAY
TATIONS, WHICH SEEM IMPORTANT OF POSSIBILITIES GIVEN BY THE DRAW FROM DREAMS FEATURE
FOR THE WAY YOU WOULD LIKE TO PLAY AT LEVEL 2 COULD TEMPT YOU TO SPEND YOUR DREAM POINTS
THIS CHARACTER. TO DO SO, MARK TOO QUICKLY, REMOVING THESE PASSIVE BONUSES AND LEAVING
THE FIRST CHECKBOX OF THE CHOSEN YOUR DREAM SHIFTER BURNT OUT AFTER JUST ONE ENCOUNTER.
MANIFESTATIONS WITH AN ERASABLE
PENCIL. SURREALIZE NOW GRANTS THE • IF YOU ASK YOURSELF, HOW TO ROLE-PLAY A DREAM SHIFTER, THE
1-POINT-BENEFITS OF THE CHOSEN THEME OPENS ITSELF TO A DAYDREAMER ARCHETYPE. EXPECT
MANIFESTATIONS. THE IMPROBABLE, INTERPRET TOO MUCH, PAY TOO MUCH ATTEN-
TION TO UNIMPORTANT DETAILS. ANOTHER POSSIBILITY WOULD BE
TO ACT AS A PARTY-THERAPIST WHICH ALSO PUTS THE SPOTLIGHT
ASSIGN THE REST OF YOUR DREAM ON OTHER CHARACTERS AND YOUR RELATIONSHIP WITH THEM. THE
POINTS RANDOMLY. FOR EACH OF EXpression of Denial COULD BE PLAYED A BIT PARANOID AND
THEM, ROLL A D6 AND ASSIGN IT TO THE BELIEVE IN CONSPIRACY THEORIES. THE EXPRESSION OF GRATI-
CORRESPONDING MANIFESTATION ON TUDE COULD GIVE SECOND CHANCES TO PEOPLE WHO DON’T EVEN
YOUR MANIFESTATION SHEET. WHEN WANT THEM. THE EXPRESSION OF CURIOSITY COULD COME UP
YOU ASSIGN A DREAM POINT TO A WITH STORIES ABOUT THE PLACES AND PEOPLE THE GROUP COMES
MANIFESTATION THAT ALREADY HAS AN ACROSS.
ASSIGNED DREAM POINT, MARK THE • IF YOU ARE TRYING TO FIND A GOOD VISUAL THEME FOR YOUR SUR-
NEXT CHECKBOX. REALIZATION, LOOK AT YOUR CHARACTER’S BACKSTORY FROM A PSY-
CHOLOGICAL POINT OF VIEW. YOUR SUBCLASS ALREADY BRINGS A
STRONG EMOTIONAL THEME FOR YOUR CHARACTER (FEAR FOR THE
EXPRESSION OF DENIAL, SERENITY FOR THE EXPRESSION OF GRAT-
IF YOU ROLL AN 6, ROLL A D20 ON THE ITUDE AND INTEREST FOR THE EXPRESSION OF CURIOSITY). WHAT
ANOMALIES TABLE INSTEAD AND ARE THE MEMORIES OF YOUR CHARACTER THAT ARE CONNECTED TO
COPY THE NAME AND EFFECT OF THE THESE EMOTIONS? WHAT WAS THE PLACE WERE THOSE MEMO-
RESULTING ANOMALY ONTO YOUR RIES CREATED? WHO WAS PRESENT? ARE THERE IMPORTANT OB-
MANIFESTATION SHEET UNDER JECTS INVOLVED? ALL THESE THINGS CAN FEED INTO THE VISUAL
“ANOMALIES”. THEN ASSIGN THE THEME OF YOUR TRANSFORMATION. TO CREATE A MORE SURREAL
DREAM POINT TO IT BY MARKING THE VISUAL, COMBINE TWO VISUAL THEMES THAT USUALLY DON’T FIT
CHECKBOX LEFT OF THE ANOMALY’S TOGETHER INTO A TRULY UNIQUE FORM.
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 (EXPRESSION OF DENIAL)
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 (EXPRESSION OF DENIAL) sible dangers.
d8 Dream 4 Sometimes I smell blood even if there is none.
1 That I must helplessly watch the death of innocents. 5 I sometimes feel strong need to start unnecessary conflicts
2 That a monstrous creature is searching and hunting me. just to harden myself and others.
3 That I am afflicted with a horrifying disease or curse. 6 I often come up with new ideas on how to startle people.
4 That I am caught in a coming war. 7 Sometimes I hear a faint ticking, a reminder that my death
draws closer with every passing second.
5 That I am in the middle of an impending catastrophe. 8 Sometimes I see a looming shadow over people I dislike.
6 That a terrible event in my past would repeat itself.
7 That I’m dying of old age, alone and forsaken. PSIONIC INFLUENCES (EXPRESSION OF GRATITUDE)
8 That everyone else has suddenly disappeared. d8 Influence
1 My mind quickly wanders to the positive in any situation.
INITIAL DREAMS (EXPRESSION OF GRATITUDE)
2 When I’m calm, I hear soft background music.
d8 Dream
3 I feel the urge to intervene into any conflict among people I
1 That I returned to my childhood home as it was when I was encounter and resolve it.
young.
4 Sometimes I see a bright shimmer around people I like.
2 That a person I lost has miraculously reappeared.
5 I feel the need to decorate a lot of the places I come by.
3 That I found my destiny, the place where I belong.
6 I often come up with ideas, on how I could compliment peo-
4 That a terrible event in my past never happened. ple.
5 That I became a part of the natural world - an animal, a plant, 7 Sometimes I smell fresh bread or fresh cut flowers even
a mountain or a river. when there are none.
6 That a great conflict or tension in my world would finally 8 I seem to see way more rainbows, shooting stars and auroras
come to an end. than anyone else.
7 That I could live the best day of my life over and over.
8 That I could make everyone happy. PSIONIC INFLUENCES (EXPRESSION OF CURIOSITY)
d8 Influence
INITIAL DREAMS (EXPRESSION OF CURIOSITY)
1 I sometimes give myself small challenges and that end up
d8 Dream distracting me.
1 That I had an entirely different life which ended when I woke 2 When I’m bored, I hear the cry of a bird in the distance as a
up. call to get out of the situation.
2 That I created an unparalleled piece of art. 3 I come up with new and unnecessarily complicated ways to
do mundane tasks.
3 That I traveled through time.
4 I sometimes follow a strange smell that only I can perceive.
4 That I lived on a different plane of existence.
5 I am sometimes compelled to look behind locked doors.
5 That I was a god, free to do whatever I wanted.
6 I hear a voice in my head narrating my life as if it were a great
6 That I traveled far from home exploring a strange new con- tale. It’s usually bored.
tinent
7 I sometimes feel the urge to only speak in questions.
7 That I was found by my real parents who took me with them.
8 Sometimes when I have an unanswered question, I see a
8 That I turned into a color, a smell, or a piece of music. subtle 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 (EXPRESSION OF DENIAL)
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 (EXPRESSION OF DENIAL) 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 life.
7 I angrily throw paint at a canvas. MARKS OF ASCENSION (EXPRESSION OF GRATITUDE)
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 (EXPRESSION OF GRATITUDE) 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 (EXPRESSION OF CURIOSITY)
d8 Mark
MENTAL EXERCISES (EXPRESSION OF CURIOSITY)
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 YOU ROLL INITIATIVE IF YOUR ROLL A NUMBER BELOW YOUR CON-
DISPOSITION CAN BECOME THE VICTIMS OF THEIR OWN PSIONIC ABIL- VERGENCE LEVEL, ROLL ON THE DISSOCIATION TABLE TO DETERMINE
ITIES. EMOTIONS THAT ARE CONNECTED TO STRONG PSIONICS CAN RE- YOUR BEHAVIOR ON YOUR FIRST TURN DURING COMBAT. OTHER THAN
PLACE THE OTHER FACETS OF A PERSONALITY OVER TIME. IN THE END, FOLLOWING THAT BEHAVIOR YOU CAN FREELY USE YOUR ACTIONS AND
THE DREAM SHIFTER IS ONLY LEFT WITH THE EMOTIONS THAT INFUSE MOVEMENT. PARTS OF THE DISSOCIATION TABLE ARE DETERMINED
THEIR PSIONICS. BY YOUR PSIONIC EXPRESSION.
THIS IS A SET OF OPTIONAL RULES YOU CAN ADD TO YOUR CHARACTER
AT ANY POINT IF YOU DECIDE THAT YOUR CHARACTER HAS A DISPOSI- DISSOCIATION
TION FOR PSIONIC CONVERGENCE, AND YOU HAVE YOUR DM’S PER- d4 Behavior
MISSION. IT REPLACES SOME OF THE RULES FOR RESTORING DREAM If you’re not surrealized, your psionics break free. As an
POINTS DURING A LONG REST. 1 action you Surrealize. You can’t end the transformation
within the next hour.
Focus Emotions 2 You’re absorbed with yourself and can’t take actions.

THE FOCUS EMOTIONS OF PSIONIC CONVERGENCE DEPEND ON THE 3 Your subconscious takes over. As a bonus action, unas-
sign a Dream Point, then reassign it randomly.
PSIONIC EXPRESSION YOU HAVE CHOSEN.
Expression of Denial. ANGER, FEAR 4 (See Subclass)
Expression of Gratitude. HAPPINESS, HOPE
DISSOCIATION (EXPRESSION OF DENIAL)
Expression of Curiosity. FASCINATION, SURPRISE
d4 Behavior
Convergence Level You use your movement to move up to the creature
4 closest to you and, if possible, take the attack action di-
recting all attacks at that creature. You can use no more
YOUR CONVERGENCE LEVEL DETERMINES HOW FAR YOU HAVE PSY-
than one attack to grapple or shove that creature.
CHICALLY DETERIORATED. YOU START AT A CONVERGENCE LEVEL OF 0.
YOUR CONVERGENCE LEVEL CAN’T FALL BELOW 0.
DISSOCIATION (EXPRESSION OF GRATITUDE)
Convergence die. YOUR CONVERGENCE DIE IS A D8. IF YOUR
d4 Behavior
CHARACTER HAS AN ESPECIALLY STABLE MIND, YOU CAN CHOOSE A
D6 OR EVEN A D4 AS YOUR CONVERGENCE DIE INSTEAD. ON THE 4 You take the dodge action, and you can’t move this turn.
OTHER HAND, IF YOUR CHARACTER IS ESPECIALLY VOLATILE, YOU CAN
CHOOSE A D10 OR EVEN A D12. DISSOCIATION (EXPRESSION OF CURIOSITY)
WHENEVER YOU SURREALIZE FOR THE FIRST TIME AFTER FINISHING A d4 Behavior
LONG REST, YOUR CONVERGENCE LEVEL INCREASES BY THE HIGHEST You cast the Whirling Whisps cantrip targeting yourself
NUMBER ON YOUR CONVERGENCE DIE. 4 (even if you don’t know it). Intelligence, Wisdom, or
IMMEDIATELY AFTER YOU FINISH A LONG REST DURING WHICH YOU Charisma is your spellcasting ability for this spell, and
you don’t require verbal components to cast it.
DID A MENTAL EXERCISE, ROLL YOUR CONVERGENCE DIE AND SUBTRACT
THE RESULT FROM YOUR CONVERGENCE LEVEL. IF AT LEAST ONE PER- Convergence and restoring Dream Points
SON HAS JOINED YOU DURING THE ENTIRE LENGTH OF THE EXERCISE, WHEN USING THE RULES FOR PSIONIC CONVERGENCE YOUR RESTORA-
YOU CAN ROLL THE CONVERGENCE AN ADDITIONAL TIME AND SUBTRACT TION OF DREAM POINTS WORKS DIFFERENTLY. HAVING A HIGH CON-
THE RESULT FROM YOUR CONVERGENCE LEVEL. VERGENCE LEVEL RESULTS IN A HIGHER NUMBER OF DREAM POINTS
TO DISTRIBUTE AT THE END OF A LONG REST AS YOUR FOCUS EMOTIONS
Convergence Effects
AT A CONVERGENCE LEVEL OF 25 OR HIGHER, EMOTIONS THAT ARE ARE THE SOURCE OF YOUR SURREALIZATION. AT THE SAME TIME, THE
NOT YOUR FOCUS EMOTIONS ARE DULLED AND ARE LESS LIKELY TO MO- FRACTION OF DREAM POINTS YOU CAN ASSIGN FREELY BECOMES
TIVATE YOU TO ACTION. SMALLER AS YOUR CONSCIOUS MIND DIMINISHES.
AT A CONVERGENCE LEVEL OF 50 OR HIGHER YOUR FOCUS EMO- YOU FIND BOTH, THE AMOUNT OF ADDITIONAL DREAM POINTS AS
TIONS ARE ALWAYS PRESENT TO A CERTAIN DEGREE. WELL AS THE FRACTION OF DREAM POINTS YOU CAN ASSIGN FREELY
AT A CONVERGENCE LEVEL OF 75 OR HIGHER YOU LOSE THE ABILITY WHEN FINISHING A LONG REST IN THE RESPECTIVE COLUMNS IN THE
TO FEEL AN EMOTION OUTSIDE OF YOUR FOCUS EMOTIONS. CONVERGENCE DREAM POINTS TABLE.
AT A CONVERGENCE LEVEL OF 100 OR ABOVE A PERSON LOSES THE CONVERGENCE DREAM POINTS
ABILITY FOR COMPLEX DECISION-MAKING. WHAT’S LEFT IS A HUSK OF Convergence Bonus Freely assigned
THE FORMER DREAM SHIFTER. IF THE CHARACTER WAS CONTROLLED BY Level Dream Points Dream Points
A PLAYER, IT BECOMES AN NPC UNDER THE DM’S CONTROL. THIS
0-24 0 Half (rounded down)
EFFECT CAN’T BE REVERSED EXCEPT BY A WISH SPELL WHICH RESETS
THE CONVERGENCE LEVEL TO 50. 25-49 1 A third (rounded down)
50-74 2 A sixth (rounded down)
75-99 3 None

17
Dream Shifter Memory Guard (CR 3)
Encounters MEMORY GUARDS ARE PEOPLE CAN’T LET GO OF THE PAST. THEY EI-
THER TRY TO PREVENT NECESSARY CHANGE OR TRY TO RECREATE ONE OF
DREAM SHIFTERS OFFER AN ELEMENT OF SURPRISE AND SURREALISM THEIR MEMORIES. THEIR NOSTALGIA PROJECTS PSIONICS THAT TRANS-
TO A CAMPAIGN. A DM CAN CARRY ELEMENTS OF A NON-PLAYER- FORM THEM INTO A REFLECTION OF THEIR OBSESSION. OFTENTIMES
CHARACTER’S BACKSTORY OR PERSONALITY INTO THEIR VISUAL APPEAR- THEY CONVINCE OTHERS TO JOIN THEM IN THEIR CAUSE, WORKING
ANCE. THE NON-CONFORMITY OF DREAM SHIFTERS OFFERS A LOT OF OP- ALONGSIDE FARMERS, TRADESPEOPLE, AND THE FRIENDS THEY HAVE
PORTUNITIES FOR CONFLICT AND THEIR HIGHLY PERSONAL MOTIVATIONS 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. SURREALIZING TURNS THEM INTO THE STYLIZED ANIMAL
ACTERS SURREALIZE. ON 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 (natural armor)
COLLECTORS IF THERE’S NOT MORE THAN A WALL OR A CLOSED DOOR TO Hit Points 37(5d8+15)
Speed 30 ft.
OVERCOME.
ONE WAY TO PORTRAIT A PSI VANDAL WOULD BE A BANDIT WHO IS STR DEX CON INT WIS CHA
COVERED IN TATTOOS WHO, WHEN SURREALIZED ONLY CONSISTS OF 17(+3) 12(+1) 16(+3) 9(-1) 17(+3) 12(+1)
THOSE TATTOOS FLOATING, GLOWING IN NEON COLORS.
Saving Throws Wis +6, Cha +4
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 14 (natural armor) Psionic Spellcasting. The memory guard doesn’t require ver-
Hit Points 11 (2d8+2) bal or material components to cast dream shifter spells.
Speed 40 ft.
Empathic Insight. The memory guard can use an action to
learn the emotional state of any creature the guard sees
STR DEX CON INT WIS CHA within 10 feet.
15(+2) 11(0) 12(+1) 8(-1) 9(-1) 15(+2)
Saving Grace. The memory guard gets a +1 bonus on saving
Condition Immunities Grappled, Restrained throws.
Skills Intimidation +3, Sleight of Hand +2 Spellcasting. The memory guard is a 5th-level spellcaster. Its
Senses passive Perception 9 spellcasting ability is Wisdom (spell save DC 14, +6 to hit
Languages understands common but can’t speak it with spell attacks). The memory guard has the following
Challenge 1/4 (50XP) dream shifter spells prepared:
Cantrips (at will): Friends, Message, Lightning Lure
Fluid. The Psi Vandal can move through a space as narrow as
1 inch wide without squeezing. A CTIONS
A CTIONS Multiattack. The memory warden makes three unarmed
Greatclub. Melee Weapon Attack: +4 to hit, reach 5ft., one strikes or two unarmed strikes and uses renew.
target. Hit: 7 (1d8 + 2) force damage. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 3) force damage.
Renew (Recharge 5-6). The memory guard and up to one
other creature within 5 feet regain 16 (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. SURREALIZING TURNS DOWN INTO THE MADNESS OF PSIONIC CONVERGENCE. THEY ARE
THEM INTO 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. SURREALIZING TURNS THEM INTO A PER-
SON-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 (natural armor)
Hit Points 65(10d8+20) Armor Class 19 (natural armor)
Speed 40 ft. Hit Points 170 (20d8+80)
Speed 50 ft. climb 50ft. flying 25ft. (hover)
STR DEX CON INT WIS CHA
18(+4) 12(+1) 15(+2) 18(+4) 10(0) 12(+1) STR DEX CON INT WIS CHA
20(+5) 17(+3) 18(+4) 9(-1) 14(+2) 20(+5)
Resistances Cold
Saving Throws Int +8, Wis +4 Resistances Radiant
Skills Athletics +8, Intimidate +9, Survival +8 Condition Immunities Paralyzed, Stunned
Senses passive Perception 18 Saving Throws Con +10, Wis +8, Cha +11
Languages understands common but can’t speak it Skills Athletics +10, Deception +16, Perception +8
Challenge 6 (2,300XP) Senses blindsight 10ft., passive Perception 18
Languages understands common but can’t speak it
Challenge 13 (10,000XP)
Relentless Precision. Whenever the fate runner makes an at-
tack roll, the fate runner can treat a d20 roll of 8 or lower as a
9. Additionally, the side fate runner scores a critical hit on a Gifts Unfolding. The great unknown can cast the dream and
19 or 20. the Telekinesis spell once per day without using a spell slot.
Psychometric Survival. The fate runner knows the direction Psionic Spellcasting. The memory guard doesn’t require ver-
to any living creature the runner has hit with a melee attack bal or material components to cast dream shifter spells.
within the last minute. Surreal Titan. The great unknown has advantage on Strength
checks.
A CTIONS
Unreal Mobility. The great unknown’s rate of descent while
Multiattack. The fate runner makes three unarmed strikes or falling is 60 feet per round. The great unknown takes no fall-
uses twisted adaption and makes two unarmed strikes. ing damage. The great unknown can move across liquids and
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 15ft., up, down, and across vertical surfaces and upside down
one target. Hit: 7 (1d6 + 4) force damage plus 5 (1d8) cold along ceilings.
damage. Phantasmal Weapons. Once during each of your turns, when
Camouflage. The fate runner becomes invisible. This effect the great unknown hits a creature with an unarmed strike it
ends when the fate runner attacks or moves. can attempt to grapple or shove the creature.
Twisted Adaption (Recharge 5-6). Hostile creatures within Spellcasting. The great unknown is a 20th-level spellcaster.
10 feet of the fate runner must succeed on a DC 16 Wisdom Its spellcasting ability is Wisdom (spell save DC 18, +11 to
saving throw or take 1d6 psychic damage and be frightened hit with spell attacks). The great unknown has the following
of the fate runner until the beginning of the fate runner’s dream shifter spells prepared:
next turn. Cantrips (at will): Frostbite, Gust, Mage Hand, Thaumaturgy,
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 three unarmed strikes
or uses renew and makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit: 12 (1d2 + 5) force damage plus 10 (2d8) ra-
diant damage.
Renew (Recharge 5-6). The great unknown regains 36 (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 RECEIVE A MOMENTARY IMAGE OF THEIR DREAM. YOU CAN’T TAR-
A GAUNTLET MADE FROM THE CLAWS OF A BEAR. IT IS BEAUTIFULLY GET 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
WITH UNFATHOMABLE DEPTHS.
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 HALF THE NUMBER OF HIT POINTS YOU REGAINED. 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
USE THE DRAW FROM DREAMS FEATURE WITHOUT UNASSIGNING A IF YOU SHARE AT LEAST ONE LANGUAGE, YOU CAN TELEPATHICALLY
DREAM POINT. 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
COVER ART BY
ISLAND (NORTH AMERICA). SO, SHE STARTED TEACHING THE ART OF
Jonathan Munro
MAKING SPIDER WEB CHARMS: A HOOP, MADE OF RED WILLOW AND
WWW.JONATHANMUNROART.COM SINEW REPRESENTING GIIZIS HOLDING A WEB MADE OF PLANT FIBER
AND SOMETIMES FEATHERS HANGING FROM IT. THESE SPIDER WEB
ILLUSTRATIONS BY CHARMS ARE HUNG ABOVE THE HEAD DURING THE NIGHT, USUALLY
Ludimist (P.7-9) ABOVE CHILDREN. THE HOLE IN THE MIDDLE ALLOWS POSITIVE INFLU-
Sangeeta (P.10) ENCES AND GOOD BAWEDJIGEWIN TO SNEAK THROUGH THE STRINGS
AND FOLLOW THE FEATHERS DOWN TO THE SLEEPER. EVIL INFLUENCES
INCLUDING BAD BAWEDJIGEWIN ARE CAUGHT IN THE WEB AND DE-
STROYED IN GIIZIS’ LIGHT AT DAWN.
Special thanks to my Playtesters
THIS STORY CAN SERVE AS A STARTING POINT IF YOU PLAN ON INCLUD-
ALEX ING DREAM CATCHERS IN YOUR GAME AND WANT TO HONOR THEIR
BRITTA ORIGINS.
FABIO
FREDY
GABRIEL
MAURICE
SANGEETA
SARA
YANNICK

and to

THE /R/UNEARTHEDARCANA SUBREDDIT


/U/OVERDRIVE2000
/U/WILLIAM-GAUSS
/U/ZAETYA
DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST,
FORGOTTEN REALMS, RAVENLOFT, EBERRON, THE DRAGON
AMPERSAND, RAVNICA AND ALL OTHER WIZARDS OF THE COAST
THE DREAM SHIFTER WAS RELEASED ON THE 22.09.2020. ON THE PRODUCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS OF
15.09.2023 THE NUMBER OF PEOPLE WHO HAVE DOWNLOADED WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES.
THE DREAM SHIFTER WAS
THIS WORK CONTAINS MATERIAL THAT IS COPYRIGHT WIZARDS OF THE
3691
COAST AND/OR OTHER AUTHORS. SUCH MATERIAL IS USED WITH
PERMISSION UNDER THE COMMUNITY CONTENT AGREEMENT FOR
DESPITE THE PAY-WHAT-YOU-WANT MODEL OF DUNGEON MASTERS GUILD.
THE DREAM SHIFTER, OVER 50 PEOPLE DECIDED
TO PAY THE RECOMMENDED PRICE on DM’s ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2019 BY
Guild rewarding it the “Copper Best Seller” LUDIMIST (MARC WEGMANN) AND PUBLISHED UNDER THE
award. Thank you. COMMUNITY CONTENT AGREEMENT FOR DUNGEON MASTERS
GUILD.

22

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