Phantasm

by MoleMage

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The Phantasm
Level Proficiency
Bonus
Features
1st +2 Lucidity, Apparition, Oneiros
2nd +2 Mind Over Matter (1st level)
3rd +2 Dreamscape
4th +2 Ability Score Improvement
5th +3 Partitioned Mind, Apparition Improvement
6th +3 Oneiros Feature
7th +3 Waking Sleep, Deeper Dreamscape
8th +3 Ability Score Improvement
9th +4 Apparition Improvement, Mind Over Matter (3rd level)
10th +4 Oneiros Feature
11th +4 Clarity
12th +4 Ability Score Improvement
13th +5 Mind Over Matter (5th level)
14th +5 Perfect Dreamscape
15th +5 Mind Over Matter (Additional Spells)
16th +5 Ability Score Improvement
17th +6 Apparition Improvement
18th +6 Oneiros Feature
19th +6 Ability Score Improvement
20th +6 Irrealis

Class Features

As a phantasm, you gain the following class features

Hit Points


  • Normal Hit Dice: 1d6 per level
  • Normal Hit Points at 1st Level: 6 + your Constitution modifier
  • Normal Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per phantasm level after 1st.

  • Apparition Hit Dice: 1d8 per level
  • Apparition Hit Points at 1st Level: 8 + your Intelligence modifier
  • Apparition Hit Points at Higher Levels: 1d8 (or 5) + your Intelligence modifier per phantasm level after 1st, and your Intelligence modifier per level in a non-phantasm class after 1st.

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: One type of musical instrument

  • Saving Throws: Constitution and Intelligence
  • Skills: Choose any three.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple melee weapon or (b) a light crossbow with 20 bolts
  • (a) or (b)
  • (a) a scholar's pack or (b) an explorer's pack

Lucidity

Your connection to your dreaming self is the source of your power. You have a pool of Lucidity points equal to your Intelligence Bonus (minimum 1) plus your Proficiency Bonus. You must expend one of your lucidity points when using many features of this class.

You regain all expended lucidity points whenever you complete a long rest.

Some of your lucidity features require you to make an attack roll or require your target to make a saving throw. The attack roll and saving throw DC are based on your Intelligence and calculated as follows:

  • Lucidity attack bonus = your Intelligence modifier + your Proficiency bonus
  • Lucidity save DC = 8 + your Intelligence modifier + your Proficiency bonus

Apparition

Your dreaming self can be brought forth to take your place. Choose an apparition from the options below. Once chosen, this choice cannot be changed. Regardless of your choice, your apparition shares the following characteristics:

  • Your apparition has its own hit point pool and hit dice, as indicated at the beginning of the phantasm class features.
    • Whenever you spend hit dice to heal following a short rest, your apparition gains health only from spent apparition hit dice, and your normal form regains health only from spent normal hit dice. Hit dice from other classes are considered normal hit dice for the purposes of this feature.
    • If you are reduced to 0 hit points while in either form, you fall unconscious in that form and must begin making death saving throws like normal. If you are rendered unconscious in one form, you are in that form still when you awaken.
    • Healing effects from any source only apply to your current form.
  • Your apparition's armor class is equal to 10 + your Dexterity bonus + your Intelligence modifier.
  • Your apparition must be Small or Medium sized, chosen when you gain this feature. You can change the size of your apparition whenever you gain a level.
  • Your apparition has the same movement modes and reach as your normal form, and it can grasp as many objects as your normal form could. You can chose to have its grasping or movement appendages appear differently, such as taking a serpentine form with telepathic "hands" or a suit of armor with nothing connecting gauntlets to breastplate.
  • When you enter your apparition form, you suppress any ongoing or permanent magical effects, diseases, or poisons (positive or negative) affecting your normal form. When you enter your normal form, you suppress any such effects affecting your apparition form.

You can change into your apparition or back into your normal form as an action, as long as you have at least one lucidity remaining. Additionally, some features that consume lucidity cause you to take one form or the other. You always revert to your normal form when you complete a long rest.

Apparition Appearance

Every dreamer views themselves differently within the dream. You may choose the appearance of your apparition, including its height, weight, garb or lack thereof, vocal patterns, coloration, and number of limbs. Your apparition always reminds viewers of your normal form, even if it bears no obvious resemblance.

Your apparition reflects the equipment you wear or wield, but those reflections need not be exact. A whip could be a long tendril on the back of a wrist, while a magic robe might appear as runic patterns on the apparition's stony hide. Even if they take the same shape, they need not share the same features. The crossguard of your sword might appear different as an apparition, or the emblem on your vest might become a splash of shapeless color, leaving the rest of the vest unaltered.

Your apparition and any equipment it bears always have the same appearance once chosen, though it may develop as you grow in power. Whenever you level up or undergo a major life event, you can introduce new details to your apparition or its equipment to reflect those changes, even if you did not gain a level in the phantasm class. If you gain new equipment, you may introduce that equipment's appearance on your apparition, even if you previously introduced a similar item (for example, if you own a dagger that appears as a shard of glass for your apparition and gain a second dagger, you could choose to have the new dagger resemble something else, such as a long nail or a broken fang).

Arcane Apparition

Your apparition takes the form of a powerful magic user. Whenever you enter your apparition form, you may also cast the spell detect magic without using an action or requiring spell components or a spell slot.

While in your apparition form, you can create bursts of energy. As an action, you create a wake of energy that travels in a 10-foot long, 5-foot wide line. Make a melee lucidity attack roll against the first creature in the line. On a hit, that creature takes 1d6 force damage. On a miss, you may repeat the attack at disadvantage against the next creature in the line. This effect ends when you succeed on an attack roll, unless you expend 1 lucidity point to cause it to continue.

The length and damage of this line improve when you reach certain levels in this class: 20 feet and 2d6 damage at level 5, 30 feet and 3d6 damage at level 9, and 60 feet and 4d6 damage at level 17.

Alien Apparition

Your apparition is something unnatural or extranormal. When you enter your apparition form, you may become temporarily amorphous, moving up to 10 feet without provoking Opportunity Attacks. You can repeat this movement as a bonus action on your turn while in your apparition form.

At the start of your turn while in apparition form, you may expend a lucidity point. If you do, the reach of all your melee attacks is increased by 5 feet and you do not provoke opportunity attacks for movement until the start of your next turn. Starting at 5th level in this class, your movement speed is also increased by 10 feet when under this effect. Starting at 9th level in this class, your melee reach is increased by 10 feet, instead of 5. Starting at 17th level, your movement speed is increased by 20 feet and your melee reach is increased by 15 feet while under this effect.

Primal Apparition

Your apparition is a mighty animal or elemental force. Whenever you enter your apparition form, one wielded melee weapon you are proficient with melds with you, becoming a natural weapon with the same damage and damage type. In addition, choose between fire, lightning, or cold damage. Whenever you hit with the natural weapon granted by this feature, it deals an additional 1d4 damage of your chosen type. You can change your chosen damage type whenever you complete a long rest.

Whenever you are hit by an attack in your apparition form, you can use your reaction to spend a Lucidity point and roar with primal energy, gaining temporary hit points equal to your phantasm levels plus your Intelligence bonus (minimum 1). These temporary hit points are applied after the damage from that attack roll, and fade after one minute has passed.

Warrior Apparition

Your apparition is a proud warrior. Choose a martial melee weapon and a martial ranged weapon. Whenever you enter your apparition form, you manifest a magical version of both weapons, as well as 5 units of ammunition for the ranged weapon. You are proficient in both of the chosen weapons while in your apparition form, and may use your Intelligence modifier, instead of Strength or Dexterity, for the purposes of attack or damage rolls with the chosen weapons.

You may change your choices for either or both weapons each time you complete a long rest.

Additionally, as a bonus action when you hit with a weapon attack while in your apparition form, you can expend a point of Lucidity to deal an additional 2d6 psychic damage. This damage improves to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.

Oneiros

At first level, you choose an approach to your dreaming life called an oneiros, or dream guide. Some oneiros options are described at the end of this class. Your choice grants you three ways to use your lucidity when you pick it and additional features at levels 6, 10, and 18.

Mind Over Matter

At 2nd level, you learn to duplicate the effects of certain spells. Choose a 1st level illusion spell and a 1st level transmutation spell from any class's spell lists (the two spells need not come from the same list). You may cast either of them by expending a lucidity point while in your normal form. Spells cast this way do not require a spell slot or components, unless the component has a listed price.

Once you have cast a spell using this feature, you cannot cast that same spell with this feature again until you have completed a long rest.

At 9th level, you may choose an additional spell, which may be any illusion, transmutation, or divination spell of 3rd level or lower. It can be used with this feature in the same fashion, and all spells you cast using this feature are treated as if cast at 3rd level.

At 13th level, you may choose an additional spell, which may be any illusion, transmutation, divination, or enchantment spell of 5th level or lower. It can be used with this feature in the same fashion, and all spells you cast using this feature are treated as if cast at 5th level.

At 15th level, you may choose an additional spell of each of the previous levels (1st, 3rd or lower, and 5th or lower) from the illusion, transmutation, divination, enchantment, or abjuration schools, to use with this feature.

Dreamscape

At 3rd level, you wrench some amount of your dream with you when you enter your apparition form. As an action while in your normal form or as part of transforming into your normal form from your apparition form, you can spend 1 lucidity point and choose one space you can see within 10 feet and make one of the following changes to it:

  • Cause difficult terrain to become ordinary terrain, or ordinary terrain to become difficult terrain
  • Create a single, semi-transparent, solid object in an unoccupied space up to 5 feet tall. This object can provide up to half cover to creatures behind it, but does not conceal those creatures. It is not substantial enough to support the weight of small or larger creatures, though tiny creatures can stand upon it.
  • The space and an adjacent space become filled with smoke, fog, or darkness, granting concealment (but not cover) to creatures hiding inside those spaces or placing those spaces between themselves and enemies.
  • Cause water to freeze into ice, or ice to melt into water in that space. At the DM's discretion, this might work on other liquids or solids with similar melting points.

The space remains transformed until you transform into your apparition form, until you move more than 30 feet from the space, or until you choose to revert the space to its original status as an action. You regain the lucidity point used on dreamscape when the effect ends, unless it ended because you entered your apparition form. While dreamscape remains active, you are treated as having a lucidity point remaining.

If you have an active effect from dreamscape when you assume your apparition form, your apparition form gains 5 temporary hit points until the next time you resume your normal form.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Partitioned Mind

Beginning at 5th level in this class, your two halves can take control from each other if the current master is unable to relinquish it. If you are incapacitated, you may spend a lucidity point at the end of your turn to change from your apparition form into your normal form or from your normal form into your apparition form, possibly suppressing the source of your incapacitation.

If you were incapacitated due to being unconscious when using this feature, you do not need to make death saving throws while transformed, but your death saving throws do not reset. If you later fall unconscious in your new form, or if for any reason you would revert to the form that was previously unconscious, you must begin making death saving throws again with your previous number of successes and failures.

Once you have used this feature, you cannot use it again until you have returned to the form you used it in originally.

Waking Sleep

Beginning at 7th level, you no longer need to sleep or trance, and you retain awareness of your surroundings even if unconscious from a spell or from being reduced to zero hit points. You must still get the normal amount of rest to gain the benefits of a long or a short rest, and your awareness does not allow you to communicate or act until you regain consciousness.

Deeper Dreamscape

Also at 7th level, your control over your surroundings from your Dreamscape feature improves. You can now create two effects instead of one within 20 feet as long as they are in adjacent spaces, and any effects you create remain up to 60 feet away from you. You do not need to pay additional lucidity points to create the additional effects. You can choose the following additional effects:

  • The space is filled with an illusory hazard of your choice. A creature entering the space or starting its turn there must make an Intelligence saving throw against your Lucidity DC or take psychic damage equal to your levels in this class. Starting at 14th level in this class, you may add your Intelligence bonus to the damage of this effect, and creatures take half damage even on a successful save.
  • The solid object you create can now provide total cover to creatures hiding behind it, and is large enough to support the weight of creatures of size medium or smaller, if you wish.
  • A section of solid ground becomes a 20-foot deep pit with rough stone walls. Creatures trapped in the pit when this effect ends are ejected harmlessly in the space where it formed. The pit is caused by warped space and does not grant access to any space that exists below the ground where it is formed. The depth of the pit increases to 50 feet at level 14 in this class.

In addition, the temporary hit points when entering your apparition form are increased to 5 temporary hit points per active dreamscape effect.

Clarity

At 11th level, you develop a greater ability to separate reality and dream, or to blend them if that benefits you. You now regain your expended Lucidity points whenever you complete a short or a long rest, and you can enter or leave your apparition form as a bonus action.

Perfect Dreamscape

At 14th level, your control over the dreamscape improves again. You can now affect up to four effects up to 30 feet away, which need not be adjacent, and spaces remain affected while you are within 120 feet. You can additionally end any number of spaces on your turn without using an action, and you can use an action and spend a lucidity point to form up to four new dreamscape spaces. You can choose the following additional effects when assigning a dreamscape:

  • The space transforms into a fantastical land, water, or air vehicle, the appearance of which corresponds to your apparition (a phantasm with an Arcane Apparition might summon a floating metal disc covered in runes, while one with a Primal Apparition might create a creature from imagination). You can choose to move the vehicle on your turn as if it were an additional movement mode available to you, including benefiting from the Dash action. A vehicle created from this effect may occupy more than one final space depending on its size, but still counts as a single space affected for the purposes of Dreamscape. You are considered proficient in vehicles created by your dreamscape. If you create multiple vehicles with multiple dreamscape effects, you can move all of them independently at the same time.
    • Land vehicles created this way occupy a 2x2 area, are considered Large, and have a land speed of 50 feet. They can support up to 4 medium or smaller riders.
    • Water vehicles created this way occupy a 3x3 area, are considered Huge, and have a swim speed of 30 feet, which is increased to 60 feet if they remain solely on the surface of a body of water. They can support up to 9 medium or smaller riders and can hold enough air for up to 90 minutes while submerged, which must be shared equally among all creatures of size small or larger (a vehicle with 9 riders has enough air for 10 minutes).
    • Air vehicles created this way occupy a single space, are considered Medium, and have a fly speed of 40 feet. They can support a single medium rider or two small riders.
  • Solid objects you create may now occupy up to two spaces (horizontally or vertically) for each space of dreamscape used, support the weight of up to four creatures of size Medium or smaller, and can be created even in midair. When you choose to end the dreamscape of a solid object you have created, you may create an identical such object as part of the same action for free.
  • You may create any combination of difficult terrain, illusory hazards, and obscuring smoke overlapping the same space as a single effect. When you do, you may allow creatures you specify who enter that space to ignore the difficult terrain and have advantage on their Saving Throws against the illusory hazards.

Irrealis

At 20th level, dream and reality are no longer different, so far as you are concerned. You may change forms once per turn without requiring an action. When you recover hit points in one form, whether from hit dice or healing effects, the other form regains hit points equal to half of that amount. Finally, you are always considered to have at least 1 lucidity point remaining for the purposes of features which require it, even if you have expended all of your lucidity points.

Oneiros

The oneiroi are personifications of dreamstuff itself, and they are drawn to anyone lucid enough to become a phantasm like moths to a flame. An oneiros is something of a reflection of one's psyche, something of a guide, something of an enigma, and altogether dream. Individual oneiroi take many forms, but generally they fall into a handful of categories.

The specific oneiros that is drawn to a potential phantasm is a reflection of their dream-state and how they choose to shape it.

Eris, the Oneiroi of Abstractions

Oneiroi of Eris are drawn to dreamers who view their dreams as artistic metaphors. Their powers are often strange and confusing to anyone other than the phantasm that manifests them, but they always reflect upon the emotions underlying. A phantasm with one of these oneiroi might manifest thoughts of fear as raging flames or empty voids, control as thorned vines or blistering cold, or love as a blooming garden or timeless statue.

Bent Space

At 1st level when you attune one of these oneiroi, you learn to bend space around yourself and others. As an action while in your normal form, you may spend 1 lucidity point and choose two unoccupied points you can see within 30 feet of each other. Any effect that can target or affect a creature in one of those spaces can also target or affect creatures within 5 feet of the paired space (including calculating range of ranged attacks and the area of spell effects).

The spaces remain paired while you concentrate on this effect (like concentrating on a spell), up to a maximum of one minute. In addition to making Contitution Saves as normal for concentration, after each time an effect is transferred across the points you must make an Intelligence Save with a DC equal to 10 or the DC of the effect itself, whichever is higher or lose concentration on this effect. You can maintain concentration on this effect even if you transform into your apparition form.

Emotive Garb

Also at 1st level, you can imbue people around you with certain emotional states by placing metaphorically appropriate clothing made of dreamstuff on them. As an action, you may spend 1 lucidity point to manifest an appropriate article of clothing on a creature within 5 feet of you (a veil might represent shyness, while a horned helm might represent rage).

The chosen creature must make a Wisdom save against your lucidity save DC. On a failed saving throw, they are charmed by you, and you may grant them proficiency in one of the following skills of your choice: Athletics, Deception, Insight, Intimidation, Persuasion, or Stealth. These effects last for up to one hour, after which the creature is aware its emotions were altered magically, possibly rendering it hostile to you.

A creature that takes damage may repeat their saving throw with advantage, removing the charmed condition on a success but retaining the proficiencies for the rest of the hour. If the damage was from you or a creature allied with you from the victim's perspective, the saving throw automatically succeeds.

Synesthesia

Finally, at 1st level you learn to process information gained through one sense or aspect of thought through the filter of another. While you are in your apparition form, as long as you have at least 1 lucidity point remaining, you have advantage on Insight and Perception checks that don't rely on your primary sense (usually sight). As an action while in your apparition form, you can spend 1 lucidity point to give yourself blindsight with a range equal to 5 feet times half your levels in this class, rounded up (minimum 5 feet).

Abstractive Defense

At 6th level, your defenses in your apparition form improve, according to the nature of your apparition:

  • Arcane Apparition: While in your apparition form, you now have advantage on saving throws against spells and other magical effects. As a reaction when you must make a saving throw, you may spend 1 lucidity point and add your Intelligence bonus to the roll. You must choose to do so before the die is rolled.
  • Alien Apparition: While in your apparition form, you have resistance to the last damage type to affect you, gained after taking damage. If more than one damage type affects you simultaneously, you become resistant to all the damage types involved until the next time you take damage. When your resistance from this effect would change, you may spend 1 apparition point per damage type to retain resistance to that damage type in addition to the new damage type.
  • Primal Apparition: While in your apparition form, you ignore difficult terrain and cannot be grappled, knocked prone, or restrained. At the start of your turn, you can spend 2 lucidity points to gain temporary hit points as if using the reaction granted by the primal apparition feature.
  • Warrior Apparition: Choose one type of armor. Whenever you enter your apparition form, you manifest a suit of that armor in the same fashion as your chosen weapons. You are considered proficient in that armor. As an action on your turn, you may spend 1 lucidity point to also manifest a shield, in which you are also proficient.

Impressionist

At 10th level, you gain proficiency in your choice of jewelers' tools, painters' tools, potters' tools, or woodcarvers' tools. As long as you have lucidity points remaining, your proficiency bonus is doubled for any of those tool sets that you are proficient in (including the ones you did not choose) and you can produce temporary art objects from raw dream-stuff without the need to have the tools or materials on hand. These art objects are real but clearly ephemeral to the casual observer.

Art objects created in this fashion fade if you travel more than a mile from them, the next time you create an art object in this fashion, or after a month has passed, whichever occurs first.

Song of Discord

At 18th level, as an action you can spend 1 lucidity point to cause raw entropy to ripple through the dreamlands around you. This effect does something different depending on whether you are in your normal form or your apparition form.

  • Normal Form: Creatures within 30 feet of you must make Wisdom saving throws. On a failed save, they take 5d6 psychic damage and are stunned until the start of your next turn. On a successful save, they take half damage and are not stunned. Creatures that have been subject to this effect previously, as well as any creatures in the area you designate, have advantage on their saving throws. If you spend your final lucidity point on this feature, the damage increases to 15d6 psychic damage and the duration of the stunned lasts until the end of your next turn.
  • Apparition Form: You draw in the ripples of entropy, granting yourself a +3 bonus to attack rolls, armor class, and saving throws and dealing an additional 2d6 psychic damage with all effects that deal damage until the end of your next turn. You can spend an additional lucidity point each time this effect would end to extend it another turn as long as you remain in your apparition form. If you spend your final lucidity point on this feature, the duration increases to one minute and the psychic damage increases to 3d6. The bonuses to attack rolls, armor class, and saving throws do not stack with other effects that grant similar bonuses, such as the magic weapon spell or a +1 shield.

Moros, the Oneiroi of Doom

Oneiroi of Moros are drawn to those whose dreams portend the future. Phantasms with these oneiroi are unique in that their lucidity allows them to manipulate those prophecy dreams, potentially changing certain outcomes. Of the oneiroi, moros tend to have the most recognizably real dream constructs, but the meaning of their dreams can be harder to interpret than other groups.

Augursight

At 1st level, you can pick the weave of the future out of the dreamscape around you. As an action, you may spend 1 lucidity point and roll a number of d20s equal to your proficiency bonus, recording each in order. For the next minute or until all results have been used, you must use the next result in the sequence instead of rolling each time you make an attack roll or saving throw. As an action on your turn, you may discard the next die in the sequence to reroll all other remaining dice in the sequence.

If you use this feature a second time before using all of the results, the new results are added to the end of the sequence, but the time limit is still counted from the first time you used this feature.

1st level lucidity feature (normal)

Defy Thy Doom

Finally, at 1st level, you can manipulate the dreamland to change the narrative that surrounds you. When you would take damage from any effect while in your apparition form, you may spend a lucidity point as a reaction. If you do so, you may reduce the damage you took by an amount equal to your Intelligence bonus (minimum 1).

Baneful Future

At 6th level while in your apparition form, you deal a additional necrotic damage with attacks equal to your Constitution bonus (minimum 1), as you transfer the negative aspects of your fate to your enemies instead. If you have at least 1 lucidity point remaining, this damage increases to 1d6 necrotic plus your Constitution bonus.

Tolling Bell

At 10th level, you gain the ability to sense the general health of everyone you see through glimpses of their future doom. Once per turn, you may specify a creature and glimpse their thread of fate, which is described according to several characteristics described in the table below.

If a creature would qualify for more than one effect on the table, it is described using all such effects (A paralyzed, poisoned creature at fewer than half hit points would have a "worn, bloodstained, frost-rimed thread"). Your knowledge does not allow you to learn anything more specific about the creature, such as the nature of poisons, diseases, or mental effects. At your GM's discretion, other descriptors may be added to this table.

Status Thread
Full hit points Well-woven
Half or fewer hit points Worn
Fewer than 10 hit points Fraying
Poisoned, diseased, or suffering ongoing damage of any kind Bloodstained
Incapacitated (including from more severe effects such as stunned or paralyzed) Frost-rimed
Charmed, enraged, or otherwise mentally altered Humming
Unconscious and unstable Stretched
Dead Severed

Finality

At 18th level, when you or one of your allies reduces a creature you can see to 0 hit points, you may expend a lucidity point as a reaction to choose whether the creature was fated to die at this time or not. If the creature was not fated to die, it immediately stabilizes, and does not need to make death saving throws for any reason (it still receives automatically failed death saving throws for damage taken). If the creature was fated to die, it immediately fails one death saving throw, and it must continue to make death saving throws even after stabilizing. If it ever reaches a number of failed death saving throws equal to 3 + its number of successful death saving throws, it dies.

If you spend your last lucidity point on this feature, the effects are more powerful. A creature fated not to die instead immediately heals for an amount equal to twice your levels in phantasm. A creature fated to die additionally has disadvantage on all death saving throws until they are stabilized.

Nemesis, the Oneiroi of Retribution

Oneiroi of Nemesis are drawn to lucid dreamers who use their dreams to act out fantasies of revenge or glory. Phantasms with these oneiroi are more aggressive and dangerous, but they can also be more triumphant.

Victory Incarnate

At 1st level when you attune this oneiros, you reflect your success in dreams back onto the real world. Whenever you succeed on an ability check, attack roll, or saving throw on which you have disadvantage, you have advantage on your next ability check, attack roll, saving throw. Some checks, such as Initiative, may not have success/fail results and cannot be used with this feature.

In addition, you may spend 1 lucidity point when rolling a check with disadvantage to reroll the lower die. You may choose to use this feature after both dice are rolled but before knowing whether your result was a success or failure.

Perfect Rhetoric

Also at 1st level, you can formulate arguments and counterarguments more swiftly when speaking. When you make a Charisma check, you also add your Intelligence bonus, provided the check involves direct conversation or public speaking and you have at least 1 lucidity point remaining. If you spend a lucidity point when making such a check, you may instead automatically treat it as if you had rolled an 11 on your d20 roll. You must choose to do so before the die is rolled.

Sure Strike

At 1st level while in your apparition form, you may spend a lucidity point when you miss with an attack roll to make another attack roll. If the original attack roll had disadvantage, the new attack roll instead has advantage, and vice versa. You may not use this feature on attack rolls made as a result of this feature.

Vindication

At 6th level while in your apparition form, you can make two attacks, instead of one, whenever you take the attack action. If your apparition form grants a special form of attack usable as an action, you may use that form of attack twice instead. You can apply sure strike to both such attacks, if you wish.

Rewritten Failure

At 10th level, you learn to reshape your past failures to affect your present in minor ways. Each time you complete a long rest, you may choose one ability check on which you failed since the previous long rest. You remove any negative effects (such as a poison or disease suffered from a trap, or incorrect or incomplete knowledge gained from studying an artifact) of that check. This does not change outcomes because of later effects (if being poisoned caused you to fail a subsequent saving throw, for example), and it does not turn your failure into a success. You merely lose the penalties of the original effect.

Triumphant Resolve

At 18th level, you learn to create victory in the moment, instead of revisiting past failures and overturning them. When you are called upon to make an attack roll or saving throw, you may spend a lucidity point to gain advantage on that roll. If you spend your last lucidity point on this feature, the attack roll is instead a critical hit automatically or the saving throw is an automatic success and you take no damage if you would normally take half damage on a success.

Phobetor, the Oneiroi of Beasts

Oneiroi of Phobetor are drawn to lucid dreamers who take the forms of beasts in their dreams. They have a strong connection to the natural wild, and their dreamers learn to conjure dream constructs in the shape of primal animals both ancient and future.

Dream of the Beast

At 1st level when you attune this oneiros, you can manifest small dreams of hunting mammals or stalking lizards. As a bonus action, you can spend 1 lucidity point to create a small or medium-sized quasi-real animal. The animal possesses senses and movement modes appropriate for its type (maximum 40 feet of movement in any one category), and you can share its senses as an action, allowing you to see what it sees. Animals created by this effect cannot harm nor be harmed by other creatures directly (including through spells), but if an environmental effect or trap would damage it, the effect ends.

The animal lasts for up to 8 hours and can understand and follow any spoken commands you give to it, but it cannot understand any other creature, even if they can otherwise communicate with beasts. You may only have 1 dream of the beast at a time

Dream of the Serpent

Also at 1st level, you can call up coils of the serpent to restrain your foes. As an action while in your normal form, spend a lucidity point and choose a number of targets up to your proficiency bonus. Each target must make a Dexterity saving throw against your lucidity save DC or become grappled by ephemeral serpents rising from the ground. Creatures grappled by this effect can repeat the saving throw as an action. On subsequent turns, you can make a melee lucidity attack as an action against any creature grappled by a serpent, dealing 1d8 force damage on a hit.

The serpents last for one minute, until no creatures remain grappled, or until you use this effect again. You can also dismiss the serpents on your turn as an action.

Dream of the Bird

Finally, at 1st level, you can manifest birdlike wings while in your apparition form. As long as you have 1 lucidity point remaining, your apparition form ignores all fall damage. As a bonus action on your turn while in your apparition form, you may spend 1 lucidity point to give yourself a fly speed equal to 5 feet times your levels in phantasm until the end of your next turn.

Bestial Strike

At 6th level, you can command your dream constructs to attack alongside you. As long as you have at least 1 lucidity point remaining and are in your apparition form, whenever you make an attack roll, you can command your Dream of the Beast to attack alongside you. Make a melee lucidity attack for the beast against a creature it can reach with its move speed. On a hit, the beast deals 1d10 force damage.

While in your apparition form, you may also make the attacks granted by Dream of the Serpent as a bonus action, as long as you have at least 1 lucidity point remaining.

Gift of Speech

At 10th level choose any language you can speak. Any animal within 30 feet of you automatically becomes capable of speaking that language as long as it remains within 30 feet of you. You can choose not to grant animals this ability. Animals granted speech in this way are fond of speaking in dreamlike metaphors, rather than the usual limited speech available from effects like speak with animals. They are still limited to the knowledge they are aware of and their ability to interpret it.

Storm of Fur, Feathers, and Scales

At 18th level, you can conjure a storm of ephemeral talons, claws, and fangs to attack your foes. As an action while in your normal form, you may spend a lucidity point to cause creatures in a 30-ft. cone centered on you take 5d6 damage, reduced by their armor class. This damage is treated as magical slashing, bludgeoning, and piercing damage, and only creatures with resistance or immunity to all three damage types are resistant or immune to this damage.

If you spend your last point on this feature, the damage increases to 10d6, and creatures in the cone must make a Constitution saving throw against your lucidity save DC. On a failed save, they take 2d6 damage again at the start of their next turn, which cannot be reduced or resisted, and must repeat the saving throw with the same effects. Creatures immune to the initial damage automatically succeed on this saving throw.

 

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