My Documents
Support GM Binder!
# The Dreamborn
**"I don't really know whose dream I was."** *A child with pink skin, slightly enlarged eyes, and hair that began dissolving towards its ends like fizzy water, spoke.* *"But if their dream had me, it must have been really sweet." She giggles, but self-consciously feels at her truly odd hair.* *Another child, with floppy ears akin to a doe, along with skin that turns jet black from his neck down to his fingertips, smiles. "Do you remember what it was like? Like, to- I don't know- wake up? When you were dreamt or whatever?"* *The girl pauses, and then, replies slowly. "...I don't think so. It was kinda hazy. Like when you wake up when you don't want to, and you just wanna stay in bed, y'know?"* *The boy nods. "Yeah..." The girl smiles at him. "What'd it feel like? To have the Light shine over you, I mean?"* *He takes a moment to recollect. "I don't know, really...I was just sleeping one night, after my momma put me to bed...and it was like, ah-...like someone lit a fire? Only it was, like, in the sky, and it wasn't normal fire, it was-..." He trails off and stumbles over his words, trying to find any that could accurately describe what he saw.* *The girl nods, putting a hand on his shoulder, her fizzy hair waving about. "Yeah. It does that..."* *The girl waits, looking towards a distant tree, before tentatively asking, "So...do you ever...y'know...feel like going back? To- y'know- your parents- your- your normal life, I mean." She pushes her fingers together as she lays back on red grass.* *The boy thinks for a moment. "...Not really. I mean, I guess I kind of miss them. But that was a while ago. I've found a new family. I...like it here."* *The girl's cheeks flush a dark purple for a moment, and both children's gazes return to the sun setting just over the horizon, as they share a quiet moment.* *The boy's fist raises up, without looking over at the girl. "Buddies forever?"* *The girl looks to his fist. She gives a forlorn smile, and joins his fist with her own. "Forever."* ▬ Cedron Almns, *My Dreamscape Experience* ___ Dreamborn inhabit the Dreamscape, a place of wonder and mystery, absolutely teeming with the impossible and the beautiful alike. Whether it be from Orleiian, the City of Dreams, to the ever-reaching Limbo River, to the great Warptree, Dreamborn are found everywhere. Large, small, flaming, cold as ice, shapeshifters, glowing, or even sprouting weapons from their bodies. Dreamborn are limited only by the imaginations of the sentient creatures from the Prime Material who dreamed them up. Dreamborn love creative outlets, such as painting, music, and of course, dreaming, which, while in the Dreamscape, can literally change the world! ### Born from the Dream When the Light manifests in the Prime Material, any being who dreams underneath its vast reach may have its dreams guided, sheparded, into its timeless grasp. What happens next is speculation to all but Great Sleepers, but from that point on, the Dreamscape may be introduced to new locations, or new Dreamborn. This happens infrequently, as the Light is incredibly fickle and difficult to predict. New Dreamborn are always "born" when the Light manifests in the Dreamscape, and this most commonly happens in the fields around Orleiian, but they have been known to wake in most parts of the Dreamscape, save for Darkmill, the City of Nightmares, and other similar places. ### All Flavors, All Sizes Dreamborn are incredibly varied, much more so than almost any other race in the multiverse. Their skin colors range from every color of the spectrum, their voices can be high-pitched, as deep as a horn call, warbling and alien-like, or practically anything else someone could dream up. They typically range from 3-7 feet tall on average, and some can look like regular members of a mundane race. Most however, are exotic, and are immediately apparent to be Dreamborn. Some have flames or icicles for hair, some glow like a lamp, and some are able to freely change their appearance. Truly, there is no limit to the sheer breadth of Dreamborn, because there is no limit on the number of dreams the mundane races can have. ### Plagues of the Dream Although there are countless creatures inhabiting the Dreamscape, one species stands out the most to the Dreamborn - Nightmares. They must feed off of the dreams of sentient creatures to survive, and to do so, they find a dreaming creature, and begin siphoning that dream's essence from it. What they take, they also give in nightmares that fill the creature's sleep. This process is what keeps Nightmares alive, as without it they would starve, and is also an act every Nightmare, no matter their philosophy greatly enjoys. A great deal of Nightmares kill their victims after draining their dreams dry, which releases a bit more essence trapped within their entire bodies. It is because of this, that many Dreamborn despise Nightmares, and will in best cases shun, or in worst cases actively hunt Nightmares down. ### Dreamborn Names Many Dreamborn who awaken do not have a name. It is common for these Dreamborn to name themselves, but some have been known to simply wander into Orleiian, and inadvertently be given a name or nickname by other Dreamborn because of their actions or their appearance. Such an occurance only happens if that Dreamborn does not have a name, and the naming Dreamborn know this. Dreamborn names are known to be as exotic or as mundane as they come. ***Male Names:*** Arnhem, Angus, Illithorn, Jax, Charles, Isaac, Anathanamonzori, Anlaw, Ostima, Kojan, Zora, Igor, Mehmut, Elmar, Walahfrid, Hypatia, Tycho, Chibudem, Ruben, Adil, Aristokles ***Female Names:*** Mitzy, Willow, Layla, Jezabelle, Kaemaemaelola, Anna, Zeila, Annabeth, Milana, Lenora, Hana, Medeia, Soili, Lacey, Iahel, Ustinya, Klara, Rhianu, Yolotl, Luningning, Sladjana ***Given Names:*** Thorn, Red, Money, Zip, Brains, Shifty, Goon, Red Moron, Buss, Bad Temper, Shieldcracker \pagebreak ### Dreamborn Traits Dreamborn are wildly varied, due to the volatile nature of how they are created. ***Ability Score Increase.*** Your Wisdom and Constitution scores increase by 1, and 1 ability score of your choice also increases by 1. ***Age.*** Dreamborn have been either touched by the Light, or were born from a dream within the Dreamscape. Generally, the ones born from dreams have been known to live past 800, though the ones changed by the Light have their maturity rate significantly slowed. It is not uncommon for an originally human Dreamborn to live upwards of 300 years, depending on when they were altered. ***Alignment.*** Dreamborn are wildly varied. They all typically tend towards a chaotic alignment, due to the Light's influence on them if they have been altered, or the nature of being born into the Dreamscape, encouraging a day-to-day, free-thinking mindset. ***Size.*** Dreamborn vary wildly in shape and size. Most however, can range from below 3' tall, to well over 7'. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Dream Ancestry.*** You cannot be put to sleep against your will by any means, except by Great Sleepers and Nightmares. While you are within the Dreamscape, you may cast magic normally, and as an action you can focus and innately know which direction Orleiian, the City of Dreams is from you, but not how far away it is. Furthermore, if you can see another Dreamborn, you innately know whether or not that Dreamborn is a Nightmare. You also have advantage on saving throws against the Great Lull. ***Creative Mind.*** You gain proficiency with one artisan's tool of your choice, or one musical instrument of your choice. ***Talented Dreamer.*** You have the capacity to naturally Dreamcraft while in the Dreamscape, as found in Chapter 1 of the Dreamscape Guide. ***Trait Tree.*** Being a Dreamborn, you have been altered by the Light, or have been born from a Dream. Because of this, your appearance and functions are wildly variable. You have 7 trait points, to pick from the different Traits below. ***Languages.*** You can speak, read, and write Common and Dreamspeak. ### Mundane Traits These traits are more common in Dreamborn and the mundane races. They can range to your size, what you are proficient with, and many other skillsets. #### Enhanced Survival Your body has evolved to the point where you no longer require some basic needs. You can select this Trait multiple times, but you must select a different option each time. ***Breathing.*** You no longer need to breathe. This Trait costs 3 trait points, and is mutually exclusive with Amphibious. ***Nurishment.*** You no longer need to eat or drink to survive, but you may still ingest edibles if you wish. This Trait costs 2 trait points, and is mutually exclusive with Nightmare. ***Sleep.*** You now only need to sleep for 4 hours a day. This Trait costs 1 trait point.
#### Ingenuity Either through life in the Dreamscape or your own personal experiences, you hold valuable knowledge, gaining proficiency in a tool, skill, or language. You can select this Trait more than once, up to a maximum of 4 times. ***Language.*** You become fluent in one language of your choice. This Trait costs 1 trait point per language. ***Skill.*** You become proficient with one skill of your choice. This Trait costs 3 trait points the first time it is picked, and 2 points for every skill chosen after that. ***Tool.*** You become proficient with one tool, gaming set, or musical instrument of your choice. This Trait costs 1 trait point per proficiency. #### Mobility Your body is adjusted to the various types of terrain you may encounter, both in the Dreamscape and in the Prime Material. You may select this Trait more than once, but you must choose a different option each time. ***Climbing.*** You have a climb speed equal to your walking speed. This Trait costs 2 trait points. ***Swimming.*** You have a swim speed equal to your walking speed. This Trait costs 2 trait points. ***Walking.*** Your walking speed is increased by 5 feet. This Trait costs 2 trait points. #### Powerful Build In your dream, you were strong; suited for a purpose. You count as one size larger for determining your carrying capacity and the weight that you can push, drag, or lift. This Trait costs 2 trait points. #### Resistance Your Dreamborn heritage, whether born from a specific dream or the Light affecting you, has made you resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this Trait more than once, up to a maximum of two times. ***Rare.*** You gain resistance to Radiant or Thunder damage. This option costs 2 trait points. ***Uncommon.*** You gain resistance to Acid, Cold, Lightning, or Necrotic damage. This option costs 3 trait points. ***Common.*** You gain resistance to Fire or Poison damage. This option costs 4 trait points. If you pick poison, you can spend 1 additional trait point to gain advantage on saving throws against poison. #### Small Your size is Small. You stand between 2'5 and 4' tall. This Trait is free, but can only be chosen when you first create a Dreamborn. #### Tough Being a Dreamborn is a difficult existence, especially in the Dreamscape. You have a body that's used to that. When you choose this Trait, your hit point maximum increases by an amount equal to your level. Every time you gain a level afterwards, your hit point maximum increases by 1. This upgrade costs 5 points. \pagebreak ### Dream Traits These traits cast a Dreamborn into a more unique light than mundane traits. Whether it be from being eternally blessed with flame, bioluminescence, changing your appearance, or many others. #### Aether Trace Your form is slightly ethereal, like a ghost. Perhaps your hair floats as if you were underwater, or your skin is a faint glowing blue, purple, or green. As an action, you can float a few inches off of the ground, and maintain a limited form of hovering. This does not allow you to avoid falling from great heights. Because of your ghostly figure, either due to faint magic emanating from you, or your glowing ethereal skin, you shed dim light in a 5 foot radius from you. Whenever a spell or effect that would target or otherwise affect undead creatures targets you, you may choose to be considered as undead to that spell or effect. If you have no darkvision from any source, you gain 30 feet of darkvision. If you would ever get darkvision with a greater range than 30 feet, you use the new effect instead. Furthermore, as an action while you are floating, you become incorporeal for 1 minute. You can move through objects and other creatures as if they were difficult terrain. You take 1d10 force damage if you end your turn inside of an object. You have one charge of this ability, recharging on a long rest. This Trait costs 3 trait points. #### Amphibious Whether you were born of an aquatic dream, or the Light forced such a fate upon you, you are attuned to the sea. Perhaps you now have gills, fish-like scales along your body, or take on more characteristics of underwater life. You can freely breathe underwater, and you can communicate basic ideas to beasts that can breathe water. They can understand the meaning of your words, but you have no special means of understanding them in return. Additionally, you automatically gain the Mobility (Swimming) Trait, at no extra cost. This Trait costs 3 trait points, and is mutually exclusive with Kindled Flame. #### Anomalous Transference Your mind opens to the possibilities of enhanced communication. You gain a special form of Telepathy with a range of 60 feet from you. This Telepathy allows you to communicate in a one way manner to a creature that you are aware of, and can include words or images. Words telepathically spoken are in your voice, but if you communicate images, the creature realizes you are speaking to it. A creature must have an Intelligence score of at least 5 to understand the basic concept or idea you are trying to get across to it. Furthermore, if a creature that you can see within 60 feet of you has any form of Telepathy, the space around their head shimmers, like heat waves rising from asphalt. This Trait costs 4 trait points.
#### Bask of Nature Your form is the product of nature itself. Perhaps you have leaves for hair, or plantlife grows all over your body. Maybe instead you have sections of bark for skin or horns. You can spend 1 minute touching a natural surface, such as a tree or some soil, concentrating during this period as if concentrating on a spell. After this minute, you can shift your perspective anywhere along any natural surfaces that connect to the original point that you touch within 100 feet of it. This method puts your sight and hearing as if they were on that point, and you are blinded and deafened to your own senses. You can maintain this connection for 10 minutes, and you can end it early (no action required). Furthermore, you gain a basic ability to speak to plants. They understand the meaning of your words, but you have no special means of understanding them in return. You have advantage on all Charisma checks made when speaking to them. This Trait costs 2 trait points, and it is mutually exclusive with Kindled Flame, and Frozen. #### Born Bright You have been gifted with a rare trait, that many Dreamborn crave. You can freely create light from your person, whether it be from your palms, your orifices, or some harmless effect, like a halo. As an action, you activate Born Bright. While it is active, you may shed bright light up to 15 feet away from you, and 15 additional feet of dim light. Alternatively, you can focus and direct your light. Doing so shines it directionally in a 30 foot cone of bright light, with an additional 30 feet of dim light. This light can be whatever color you wish, and you may freely dim, turn off, or switch between wide and focused on your turn without using an action. You can create a harmless effect of light immediately on your person, such as a halo floating above your head, or making it appear as if a light was shone from behind you to someone standing in front of you. The effect must be able to fit into a 1 foot cube, and can originate no further than 3 inches from your body. This Trait costs 1 point. You can spend 1 additional point to double the range of Born Bright. #### Dreamborn's Scrutiny Your eyes are evolved in some way. Perhaps your pupil's are like a cat's, or you have no iris at all, and your eyes are simply a blank color. Maybe your eyes look normal, but change color based on your mood. Whatever the case, you have the eyes of the Dreamborn, and you are aware of how to use them. You may enter a period of intense focus to concentrate on what you see. As an action, you activate Scrutiny. Scrutiny lasts for 1 minute. During this minute, you have advantage on all Wisdom (Perception) checks that rely on sight. Furthermore, even if a Nightmare is under the effects of Conceal Terror, you may see them for what they truly are. Scrutiny may be used once, recharging on a short or long rest. Additionally, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This Trait costs 2 trait points. \pagebreak #### Frozen Your form is freezing cold, whether it be your entire body, ice crystals that have formed to become your hair, or some other part of you. As an action, you breathe over, or touch an object roughly the size of a pineapple. Your breath or touch chills the object, either forcing it to become brittle, or stopping degradation (as in chilling food so it does not spoil), or you can extinguish any non-magical flame within 5 feet of you. Alternatively, you may attempt to freeze an object no larger than a 3 foot cube. To do so, you must spend at least 1 minute with physical contact with the object to freeze it with the same effects as described previously. Furthermore, you may attempt to completely freeze a nonmagical object of similar size to a pineapple. Over a period of five minutes, you must maintain physical contact with the object you are freezing, and concentrate, as if concentrating on a spell. At the end of these 5 minutes, your cold completely chills the object to the point where hard ice begins to cover most of its surface. This can either turn the object very hard, like a rock, or it can turn the object brittle enough that you can smash it apart, your choice when you begin freezing it. You are also naturally adapted to extremely cold climates, as found in Chapter 5 of the Dungeon Master's Guide. This Trait costs 2 trait points, and is mutually exclusive with Bask of Nature and Kindled Flame. #### Kindled Flame Some area of your body is permanently awash in flame, or so hot it appears to be the color of molten steel. This could be the top of your head, the entirety of your hair, or it could be a large section of your skin. As an action, you can produce partial flames from your body, or your grasp can melt certain materials. A series or single flame erupts from somewhere on your person, and can function as a torch for the purposes of setting objects on fire, which also sheds 15 feet of bright light, and 15 feet of dim light. Your flames are considered non-magical, and are also unique to you. This means that they cannot harm you, nor will any product of your own Kindled Flame be able to harm you, including fire and molten metal that touches you. Alternatively, you can use your molten-hot grasp or your flames to attack a creature. Choose a creature within 5 feet of you. Make a melee attack roll, adding your Wisdom modifier and your Proficiency bonus to the roll. On a hit, you deal 1d4 + your Wisdom modifier as Fire damage. Kindled Flame can be dangerous in the wrong circumstances. Additionally, since a part of your body is so hot, either through open flames or glowing brightly, if you are within line of sight to a creature, it has advantage on Wisdom (Perception) checks to see you. Kindled Flame cannot be extinguished, as it is a central part of you, and persists even if you are underwater. You can dim your heat just enough so that you can wear most clothes without them burning up on you. Additionally, you always shed bright light in a 5 foot radius from you, and 5 feet of dim light. You are also naturally adapted to extremely hot climates, as found in Chapter 5 of the Dungeon Master's Guide. This Trait costs 2 trait points. Alternatively, if you spend an additional 2 trait points, you can both activate and de-activate Kindled Flame at will. This Trait is mutually exclusive with Amphibious, Bask of Nature, and Frozen. #### Predator You are born from or have been affected by a nightmare. You were not the main threat, but you have adapted to deal with the dangers of other nightmares. Perhaps on your tail are vicious spikes, or you have claws on both your hands, or you have sharp horns which you gouge or ram into an enemy, or even large fangs. You gain two natural weapons. Your natural weapons deal 1d4 piercing, slashing, or bludgeoning damage (your choice when you first pick this Trait, and you can make each weapon a different damage type), plus your Strength modifier. Your natural weapons have the Light and Finesse properties, and you are proficient with them. This Trait costs 2 trait points. By spending 1 more point, the damage die increases to 1d6. #### Shifter You have the ability to change your appearance on the fly, whether it be from changing your clothes, your facial features, body type, or voice. As an action, you Shift. You can change your body type, so long as it stays humanoid, and can increase or decrease your height by 1 foot from your base height. You can increase or decrease your weight by 50 pounds from your base weight. You can change your clothes, add new clothes, change your facial features, and even your voice. A Shifted piece of you cannot be separated from your body, so a Shifted hat cannot be removed, and if you tried, it would be like it was glued to your head. Shifting also permits you to morph your face or other body parts into various apparel, to either make yourself look like a scarecrow with hay sticking out you from various parts, or creating a unique mask that covers your face. You cannot however, Shift to make a weapon, like claws or a sword arm. The exception however, is if you have the Predator trait. With it, you can change your natural weapons and even hide them. You can Shift a number of times equal to your Proficiency bonus, recharging on a long rest. While Shifted, you can return to your true form as an action, which does not cost a charge of Shift. If you take any damage or die while Shifted, you revert to your true form. This Trait costs 4 trait points. \pagebreak ## Becoming a Nightmare Dreamborn It is possible for a Dreamborn to transform into a Nightmare. When a Dreamborn walks a path of wickedness and evil, he will begin to notice a gradual change in the way he thinks. First, he will generally think of other sentient, non-Nightmare creatures as prey. Then, he will find that when he sleeps, he does not dream anymore. After that, he will begin to crave contact with sentient creatures, especially when they are asleep. Soon after that, physical changes will begin to occur, where the Dreamborn will begin to take on a more wicked appearance. This is the point of no return, where a Dreamborn must begin to recover and atone for their choices, or they will become a Nightmare. After the physical changes, a Dreamborn will begin seeking out a sentient creature who is asleep. He will feel an intense craving for that creature's dreams, but he won't be able to access them. Instead, he will kill that creature, and that creature's dream essence will begin flowing to the Dreamborn. When this happens, there will be a snap in the Dreamborn's head, and he innately realizes that he is now a Nightmare as he basks in the delicious nectar now flowing through him. He gains the rare, powerful tools of being able to put Dreamborn to sleep against their will, and how to siphon their dreams. These are what make Nightmares especially dangerous. Of course, instead of all of this, Nightmares can also be born, just like Dreamborn - they're just born from nightmares instead of dreams, and start with all of this knowledge and these tools innately. ### Playing a Nightmare Playing a Nightmare is akin to playing a vampire. You will have to regularly find sentient creatures to feed off of, or you will eventually starve, and begin to die. However, you also gain a few boons to help you with that, including more trait points, and special abilities that are exclusive to Nightmares. You aren't focused on creating, so you don't get any musical or artisan proficiencies, and you also lose the ability to Dreamcraft. Nightmares require a different playstyle. In the Dreamscape, unless you choose the Conceal Terror trait available only to Nightmares, most Dreamborn will recognize you as a Nightmare, and either shun you, or in worst cases, attack you. It is not recommended to play a Nightmare unless you are in an evil campaign, or one which your other players and DM are okay with it and accept the risk that comes with having a Nightmare in the party. ### Nightmare Traits Nightmares are wicked deviations from Dreamborn, sowing misery and death wherever they go. ***Ability Score Increase.*** Your Wisdom and Constitution scores increase by 1, and 1 ability score of your choice also increases by 1. ***Age.*** Nightmares mature similar to Dreamborn, and can generally live a handful of decades longer than a Dreamborn can. ***Alignment.*** Nightmares cannot be of Good alignment. They are however rarely capable of good feats, and so may be of Neutral alignment, but most if not all are Evil as they consistently bring misery to those around them. ***Size.*** Nightmares vary in size akin to Dreamborn. ***Speed.*** Your base walking speed is 30 feet. ***Nightmare Ancestry.*** You cannot be put to sleep against your will by any means, except by Great Sleepers. While you are within the Dreamscape, you may cast magic normally, and as an action you can focus and innately know which direction Orleiian, the City of Dreams, and where Darkmill, the Nightmare City is from you, but not how far away it is. Furthermore, if you can see another Dreamborn, you innately know whether or not that Dreamborn is a Nightmare, even if they are using Conceal Terror. You also have advantage on saving throws against the Great Lull. ***Nightmare Vision.*** Your eyes pierce through the darkest veils. You can see in dim and dark light within 60 feet of you as if it were bright light. In darkness, the colors you see are in black and white. ***Trait Tree.*** As a Nightmare, you are generally more powerful than a Dreamborn. You have 10 trait points, to pick from the different Traits a Dreamborn has access to, in addition to having access to an exclusive trait tree available only to Nightmares. ***Living on the Sparks.*** As a Nightmare, you cannot gain sustenance from water or regular food. Instead, you must drain the dreams of sentient creatures, and survive by maintaining your Sparks. Sparks are not literal, but every Nightmare can only describe the feeling in their chests as Sparks, and can recognize when they're beginning to dwindle. You have a number of Sparks equal to your Constitution modifier + your Proficiency bonus. For every 24 hours that pass that you do not siphon dreams from a sentient creature, a Spark fades. When you have 0 Sparks, you begin to starve. For every 4 hours after that, you gain 1 level of exhaustion, and suffer an amount of Necrotic damage equal to your level that cannot be reduced. When you gain a Spark, you remove one level of exhaustion, and you gain an amount of HP equal to your level. ***Black Siphon.*** As an action, you target a sentient creature that is asleep that you can see within 5 feet of you. Over a period of 1 minute, you begin to implant your siphons into the creature's mind. When 1 minute has passed, you begin to siphon their dreams, and during this process, the creature cannot wake up until you remove your siphons. For every minute you siphon dreams from that creature, you gain a Spark. If the target ever moves further than 5 feet away from you, or if you lose sight of the target, Black Siphon immediately ends. Removing your siphons is a free action. While you drain the target of their dreams, the gap is filled by the creature's subconscious fears, doubts, and insecurities - corrupting their mind with a bubbling, stewing nightmare. That creature loses the benefits of a long rest for that 24 hour period. A creature can give a number of Sparks equal to its Constitution modifier (minimum of 2), after that, it will not give off any more Sparks, and it will gain a level of exhaustion and take 10 Necrotic damage for every minute that it is further drained. \pagebreak If a creature dies after they give up as many Sparks as they can while your siphons are implanted, you gain a number of temporary Hit Points equal to your level or double your Proficiency bonus, whichever is higher. Additionally, you can add 1d4 to any attack roll, saving throw, or ability check of your choice within the next hour, but only one time. Alternatively, you can increase Dread Slumber's DC by 1d4 for the next creature you target with it (maximum of 4 by this method). If Black Siphon is used on a creature affected by Dread Slumber, that creature sleeps for 1 hour, instead of 1 minute. If Black Siphon is used on a Nightmare, it is similar to consuming ash, instead of a dream. A Nightmare gives one Spark, regardless of its Constitution modifier, and in doing so, it has one of its own Sparks stolen. As soon as this happens, the other Nightmare awakens, and your siphons are ripped from its mind. ***Dread Slumber.*** As an action, choose one creature that you can see within 30 feet of you. That creature must make a Wisdom saving throw equal to 8 + your Wisdom modifier + your Proficiency bonus. It has advantage on the roll if you or your companions are hostile to it, and disadvantage if it is not aware of your presence. If the creature succeeds the saving throw, nothing happens, and if it is a Dreamborn, it realizes a Nightmare is in the vicinity. Other Nightmares automatically succeed on the saving throw. If the creature fails the saving throw, it immediately falls asleep for 1 minute. The target wakes up if it takes any damage, or if another creature uses its action to shake that target awake. Dread Slumber can be used once, recharging on a long rest. ***Languages.*** You can speak, read, and write Common, Dreamspeak, and Nightspeak, a language only a select few other than Nightmares can speak and understand. ### Nightmare Trait Tree This trait tree is available only to Nightmares. It gives them further flexible options for draining the dreams of sentient creatures, and to remain hidden among the Dreamborn. #### Conceal Terror To keep the sheep in line, you must hide your true form, and blend among the crowd. As an action, you activate Conceal Terror. Choose a regular Dreamborn appearance. That is what you turn into, and you cannot change it later unless you have the Shifter Trait. While Conceal Terror is active, other Dreamborn cannot recognize that you are a Nightmare, but other Nightmares can see you for what you really are. Additionally, there are a few select Dreamborn who possess the talent to see through this disguise, by using Dreamborn's Scrutiny. Conceal Terror lasts for a number of hours equal to your Proficiency bonus. You have one charge of Conceal Terror, which recharges on a long rest. This Trait costs 2 trait points. #### Long-range Siphons Your Black Siphon has evolved, and made it easier to drain the unsuspecting. When you activate Black Siphon, you can choose to use Long-range Siphons. If you do, Black Siphon now has a range of 30 feet, and requires you to concentrate, as if concentrating on a spell. You must still maintain line of sight to the target, but if they are moved 5 feet in any direction from where they were when you began siphoning them, or if you and the target are ever further than 30 feet apart, or if you lose sight of the target, Black Siphon immediately ends. This Trait costs 2 trait points. #### Spark Efficiency You have learned how to more efficiently streamline your Sparks' outputs. Your Spark limit increases by 2. When you would gain one Spark and are one off from capping at your maximum, you instead gain 2 Sparks. Additionally, when you have 0 Sparks, it takes 8 hours to receive one level of exhaustion and damage equal to your level, instead of 4 hours. This Trait costs 2 trait points. \pagebreak # Credits ###### The Dreamborn was created by The Last Raccoon. # Changelog ### Version 1.1 * Added additional features to Kindled Flame * Added a concentration effect and clarified that you can only freeze nonmagical objects to one of Frozen's features * Updated word formatting across the document * Dreamreaching has been removed, pending further revisions * Clarified that returning to your true form while Shifting does not cost a charge * Added Bask of Nature Trait * Added Aether Trace Trait * Born Bright now only costs 1 point