Dreamwalker icon

Neophyte Subclass

Dreamwalker

Weavers of the Ethereal Dream

History

In the aftermath of the Sundering War, Adamah was left a barren wasteland, stripped of its once-vibrant natural beauty. The Druids, once the staunch guardians of nature, found themselves disconnected from Lumindra, the realm of life. Their sacred bond with the natural world was severed, leaving them adrift in a desolate and unrecognizable landscape.

Amid this profound loss, a group of Druids sought new sources of power to heal the world and themselves. This quest led them to the Ethereal realm which transcends physical reality. These pioneers, who would come to be known as Dreamwalkers, discovered solace and wisdom in the rhythms and mysteries of the Dream.

The Dreamwalkers forged profound connections with the essence of creativity that exists beyond the physical, tapping into the potent energies of the Ethereal Plane, which lies just beyond the Shadow Realm. Through their newfound bond, Dreamwalkers gained the extraordinary ability to manipulate the Material world by influencing the dreams and subconscious of others. They became masters of the dreamscape, weaving ethereal threads into the tapestry of consciousness.

This unique bond grants Dreamwalkers the ability to traverse seamlessly between the Material Realm and the realm of Dreams. They can walk the line between reality and the dream world, navigating these planes with ease. Through their connection to the Ethereal Plane, they can manifest elements of dreams into the material world. Dreamwalkers can bring forth ethereal creatures, objects, or even landscapes from the dream realm, allowing these manifestations to exist briefly in the Material Plane.

The Dreamwalkers’ ability to create ethereal bridges between the dream and the material world has become their signature power. They use this gift to heal, protect, and guide those who have lost their way in the post-Sundering landscape. Through their mastery of the dream realm, Dreamwalkers have found a way to reconnect with the essence of nature, albeit in a form that transcends the physical world they once knew.

Thus, the Dreamwalkers stand as a testament to the resilience and adaptability of the Druids, transforming their loss into a new form of power that bridges the gap between the seen and unseen, the real and the imagined. They are the guardians of dreams, the weavers of ethereal tapestries, and the pioneers of a new connection to nature that exists beyond the tangible.

Subclass Breakdown

The Dreamwalkers are intimately attuned to the mysteries of the Ethereal Plane, harnessing its potent power to manipulate the natural world. Through their profound connection, they possess the ability to influence the dreams of others, weaving their ethereal threads into the tapestry of consciousness. The unique bond with the Ethereal Plane grants them the extraordinary capability to traverse between the Material Realm and the realm of Dreams, seamlessly navigating between these two planes of existence.

Base Class

Neophyte

Core Ability

Intuition

Aptitude Dice

d6

MAB

6

Aptitude

Add one Skill and one Toolkit Aptitude of your choice.

The Dream

Dream Points

Total: 5 + your Level + Intuition Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Dream Dice

Starts at 1d6. Deals Psychic Damage.

Spell Weaving

1d20 + MAB

Key Mechanics

The Dream (Passive)

Through your connection with the Ethereal Plane, a realm of dreams and infinite possibilities, you gain access to Ethereal Abilities.

Ethereal Shape Threat Level

Level 4: Minor • Level 8: Moderate • Level 12: Significant • Level 16: Formidable

Ethereal Dread (Debuff)

The target suffers –1 to Defense Rolls as an unnerving presence from the Dream gnaws at their courage.

Until the end of their next Turn, unless stated otherwise.

4

The Dream

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Day Dreams

AP: 1 | R | Range: SightCore Synergy

When an ally within sight is targeted by an attack, the attacker suffers –2 to their Attack Roll.

Dreamscape

AP: 2 | CA | 2 Dream Points | Duration: 3 Rounds | Range: 20 m

Choose a creature within Range that you can see and draw their mind into the Ethereal Plane forcing them to make a Will Defense Roll against your Spell Weaving. On failure, both you and the target become Incapacitated and enter the Dreamscape. While within the Dreamscape: You and the target cannot Weave Spells or take hostile actions. You may add your Cognition Modifier to Charm Skill Checks made within the Dreamscape. Outside the Dreamscape: Both bodies are Unconscious. If either body takes damage, Dreamscape ends.

Dream Spike

AP: 2 | CA

You may roll a Contested Charm Ability Check against the target. On success, they take 1 Dream Dice of damage and suffer the Ethereal Dread Debuff.

Subconscious Rebuttal

AP: 1 | R | 1 Dream Point

Roll a Dream Dice and subtract it from any roll made by a hostile creature.

Dream-Tether

AP: 2 | CA | 3 Dream Points | Duration: 3 Rounds | Range: 15 m

You form a shimmering tether between you and a target creature within Range: Ally: If they take damage, each of you take half the damage. Hostile Creature: Gain +2 to Defense Rolls against their attacks. Only one tether may be active at a time.

Ethereal Shape

AP: 1 | QA | 3 Dream Points | Duration: 3 Rounds, Concentration

You shift into an Ethereal Shape, leaving your physical body asleep and visible at its center. While in your Ethereal Shape: Assume the shape of any creature you can imagine and create it using the Beast Shape Guide Appendix. You must use the stats of a Minor Threat Level Beast. This will increase as you level. Use the beast’s STR, END, AGI; retain your COG, INT, CHA. The beast’s HP becomes your THP. Your Equipment is unusable until you revert. You cannot Weave Spells in this form. Retain your Feats and Skills. Gain: +2 Reflex Defense Rolls. Resistance to Non-Magical Bludgeoning Damage. Immunity to Disease and Sleep Effects.

Oneiroburst

AP: 2 | CA | 2 Dream Points | Range: 10 m | Radius: 3 m Sphere

Select a point within Range that you can see, and force creatures in the Radius to make a Will Defense Roll against your Spell Weaving. On failure, they take 1 Dream Dice of damage and suffer the Ethereal Dread Debuff. This effect bypasses Partial Cover.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Lucid Evolution

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your ethereal power. Your path grants abilities at levels 6, 8, and 10. Additionally you gain Apprentice Loom-craft (See Core Rule Book: The Spell-Loom).

Path of the Dream Stalker

Spectral Predator Companion. You summon a spectral predator bred from the Dream.

Passive: Gain +1 to Spell Attack Rolls.

Dream Stalker

AP: 2 | CA | 4 Dream Points | Duration: 1 hour, until death, or ended as a QA

Your Ethereal Companion becomes a Dream Stalker: It now has its own Initiative, and 3 AP per Round. If the Stalker dies, you cannot summon a new Ethereal Companion until you finish a Long Rest. Retains all abilities from Ethereal Companion.

Size / Type

Large Ethereal

HP

68 (8d10 + 24)

Speed

10 m, Fly 6 m

Senses

12 m Darkvision

Initiative

+4

Resistances

Non-Magical Bludgeoning, Piercing, and Slashing

Immunities

Charmed, Frightened, Miasmic, Poisoned

Languages

Telepathic

Defense Rolls

FORT +7REX +4WILL +1

Ability Scores

STR 18 (+4)END 14 (+3)AGI 18 (+4)COG 6 (0)INT 12 (+2)CHA 4 (-1)

Bite

AP: 2 | CA | Reach: 1 m

Melee Weapon Attack: Reach 1 m, dealing 3 Dream Dice of damage.

Claws

AP: 2 | CA | Reach: 2 m

Melee Weapon Attack: Reach 2 m, dealing 2 Dream Dice of damage and inflicts the Ethereal Dread Debuff.

Level 8

Multi-attack

Passive

Makes two attacks when it takes the Core Attack Action.

Level 10

Nightmare Roar

AP: 2 | CA | 3 Dream Points | Radius: 6 m Sphere

Your Dream Stalker unleashes a shrieking psychic howl from beyond the veil. All hostile creatures within the Radius must make a Will Defense Roll against your Spell Weaving. On failure, they take 3 Dream Dice of damage, and the Ethereal Dread Debuff. If a creature is already affected by Ethereal Dread, they are also Frightened for 1 Round.

Path of the Dreamweaver

Mind Sculpting and Dreamscape Mastery. You sculpt the minds of others with the precision of an artist—turning dreamers into dancers, and nightmares into weapons.

Passive: The first Spell you Weave after leaving Dreamscape has its ARC cost cut in half (min 1).

Nightmare Infusion

Passive

Whenever a hostile creature enters the Dreamscape: They suffer –2 on their first Skill Check. When Dreamscape ends, the target rolls a Will Defense Roll against your Spell Weaving. On failure, they are Frightened of you for 1 Round.

Level 8

Sandman Assault

AP: 1 | R | 3 Dream Points | Duration: 2 Rounds

When a creature inside your Dreamscape fails any Roll, you gain +2 to Insight Skill Checks against them for the next hour. They also suffer –1 to Defense Rolls against you for the Duration.

Level 10

Eternal Dream

AP: 2 | CA | 4 Dream Points

You may attempt to extend the Duration of Dreamscape to a maximum of 3 Rounds. Each additional Round you must roll a Contested Will Defense Roll against your target. On failure, Dreamscape ends.

Path of the Sleepwalker

Consciousness Manipulation and Puppet Control. You manipulate the consciousness of others, sending them into a deep slumber and controlling their bodies as if they were puppets.

Passive: Gain +1 to Spell Weaving Checks.

Ethereal Control

AP: 2 | CA | 5 Dream Points | Duration: 3 Rounds, Concentration | Range: 10 m

You sever a creature’s consciousness within Range and tether their sleeping body to your will. The target must make a Will Defense Roll against your Spell Weaving. On failure, they fall Unconscious. Their mind is exiled to the Ethereal Plane for the Duration. If the body takes damage, the Effect ends early. The mind retains no memory of the experience.

Walking in my Sleep

AP: 1 | QA

While a target is under Ethereal Control, you may move them up to half their Movement Speed and have them perform simple, non-hostile actions (opening doors, retrieving items, activating objects, etc.).

Level 8

Ethereal Grip

AP: 1 | R | 2 Dream Points

If a creature affected by Ethereal Control takes damage you may attempt a Contested Will Defense Roll against them. On success, you maintain control.

Level 10

Dream Puppet

Passive

While Ethereal Control is active, you gain complete control of the creature as if they were Dominated.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defensive & Offensive Feats

Dreamlash

AP: 1 | QA | 2 Dream Points

When you deal damage with Dream Dice the creature is pushed 2 m away and knocked Prone.

Night Terror Pulse

AP: 2 | CA | 3 Dream Points | Range: 10 m | Radius: 3 m

You release a blast of pure nightmare energy. All creatures in the Radius must make a Will Defense Roll against your Spell Weaving. On failure they take 2 Dream Dice of damage and suffer Ethereal Dread. If they are already suffering from Ethereal Dread, they are also Blinded for 1 Round.

Stupefying Dread

AP: 1 | QA | 2 Dream Points | Range: 6 m

Choose a target within Range who is suffering from Ethereal Dread and force them to lose their ability to use Reactions until the end of your next Turn.

Threadbreaker

AP: 1 | QA | 4 Dream Points | Duration: 2 Rounds | Range: 10 m

If there is a creature within Range being magically controlled (e.g. by Dominate, Charmed, etc.), you can force the controlling creature to make a Will Defense Roll against your Spell Weaving. On failure, you can either break the control or take control of the creature for the Duration.

Path-Specific Feats

Eternally Trapped

AP: 1 | QA/R | 1 Dream PointSleepwalker

When using Ethereal Grip, you may re-roll one failed Contested Will Defense Roll.

Magic Sand

PassiveDreamweaver

Sandman Assault now grants +2 to all Charm based Skill Checks against the target creature.

Predator’s Gaze

PassiveDream Stalker

Your Dream Stalker gains +2 to Attack Rolls against creatures suffering from Ethereal Dread.

Utility Feats

Adept Dream Dice

Passive

Your Dream Dice are now 2d6 (treated as 1 Dream Dice) and your Spell Weaving Checks increase by +1.

Dismissal

AP: 1 | QA/R | 3 Dream Points

You can absorb your Ethereal Companion’s essence to regenerate some of your magic. By dismissing your Ethereal Companion in any of its forms, you recover half your maximum ARC. You cannot summon your Ethereal Companion again until after a Long Rest.

Dream Leap

AP: 1 | QA | 3 Dream Points | Range: 12 m

If a creature within Range is Incapacitated or Unconscious, you may teleport to an Unoccupied Space next to them.

Intuitively Charming

Passive

You can add your Intuition Modifier onto your Charm based Skill Checks.

Mind Link

AP: 2 | CA | 5 Dream Points | Duration: 3 Rounds, Concentration | Range: Touch

You forge a deep psychic bond with a willing creature. You may telepathically communicate and share senses, regardless of distance. They may use your Subclass Feats and Abilities during the Duration.

Subconscious Mapping

Passive

Once you have affected a creature with Dreamscape, Mind Link, or another similar Feat, for the next 24 hours you know their direction and emotional state so long as they remain on the same plane of existence.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Day Dreams Upgrade

Passive

The attacker suffers –3 to their Attack Roll.

Dreamscape Upgrade

Passive

While Dreamscape is active: You may now use non-hostile Spells/Feats while inside the Dreamscape. Dream Spike inflicts 2 Dream Dice of Damage. When using Subconscious Rebuttal you may spend 5 Dream Points to make the target creature automatically fail their Roll.

Dream-Tether Upgrade

Passive

While Dream-Tether is active: If the tethered ally takes damage, you may now teleport adjacent to them as a Reaction. If the tethered hostile creature targets someone else besides you, you gain +1 AP at the start of your next Turn.

Ethereal Shape Upgrade

Passive

Your attacks in Ethereal Shape count as Magical for the purpose of overcoming Resistance and Immunity to Non-magical Attacks and Damage. While in Ethereal Shape you can no longer be Charmed or Frightened. Your attacks deal +1 Dream Dice of damage.

Oneiroburst Upgrade

Passive

Affected targets now take 2 Dream Dice of damage. If they are already suffering from Ethereal Dread, they must also succeed a Reflex Defense Roll or be Blinded until the end of their next Turn.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15. Additionally you gain Master Loom-craft (See Core Rule Book: The Spell-Loom).

Dream Double

AP: 1 | R | Range: 10 mMaster Synergy

When an ally is targeted by an attack within Range force the attacker to make a Will Defense Roll against your Spell Weaving. On failure, the attack misses.

Path of the Dream Warden

Dreamscape Control and Ally Protection. You have become the master of sleep’s gates, barring escape for your foes and guarding your allies in their most vulnerable moments.

Passive: All hostile creatures within Dreamscape suffer –1 to all Defense Rolls.

No Escape

AP: 1 | R | 4 Dream Points

If a creature uses Overcome to leave Dreamscape and succeeds, you may force them to re-roll and subtract your Intuition Modifier from their result.

Level 13

Dream Expansion

Passive

Whenever you activate Dreamscape, you may now target up to four creatures, including allies, within Range to be pulled into the dream with you.

Level 15

Shielded Sleeper

AP: 1 | QA | 2 Dream Points | Duration: Until depleted or when Dreamscape ends

While Dreamscape is active, choose an Unconscious creature outside of the Dreamscape and for the Duration, grant them: +20 THP. Resistance to all damage. If the THP is not depleted by the end of Dreamscape, the ally awakens with +2 AP on their next Turn.

Path of the Mindshaper

Charm-based Influence and Domination. You’ve mastered the art of influence—not through fear or force, but by bending hearts and minds to your will. With a word, you are adored. With a thought, you are obeyed.

Passive: Gain +1 to your Spell Weaving.

Dreamweaver’s Embrace

AP: 2 | CA | 3 Dream Points | Duration: 4 Rounds | Radius: 2 m

Force all creatures within the Radius to make a Will Defense Roll against your Spell Weaving. On failure, creatures are Charmed for the Duration. Targets re-roll their Defense Roll if they take damage.

Level 13

Dreambound Aura

Passive

Those under the influence of your Dreamweaver’s Embrace gain +15 THP and +3 on their Charm Skill Checks made in your favor.

Level 15

Domination

AP: 1 | QA/R | 6 Dream Points

Choose one creature affected by Dreamweaver’s Embrace and Dominate them for the Duration.

Path of The Nightmare

Ethereal Companion Terror Transformation. You alter your Ethereal Companion into a nightmarish manifestation of pure terror.

Passive: You are Immune to being Frightened from a creature suffering from Ethereal Dread.

Oogie Boogie

AP: 2 | CA | 4 Dream Points | Duration: 1 hour, until death, or ended as a QA

Your Ethereal Companion becomes an Oogie Boogie: It now has its own Initiative, and 3 AP per Round. If the Oogie Boogie dies, you cannot summon a new Ethereal Companion until you finish a Long Rest. Retains all abilities from Ethereal Companion.

Size / Type

Medium Ethereal

HP

65 (10d8 + 20)

Speed

Walk 6 m, Fly 15 m

Senses

20 m Darkvision

Initiative

+4

Resistances

All Non-Magical Physical Damage

Immunities

Charmed, Frightened, Poisoned

Languages

Telepathic

Defense Rolls

FORT +2REX +4WILL +5

Ability Scores

STR 10 (+1)END 10 (+1)AGI 14 (+3)COG 8 (+1)INT 12 (+2)CHA 15 (+3)

Unsettling Presence

Passive | Radius: 2 m

It radiates an aura of fear, causing all creatures within 2 m to suffer –2 on Defense Rolls.

Nightmarish Strike

AP: 2 | CA | Range: 2 m

Melee Attack, Range: 2 m, dealing 3 Dream Dice. On hit, the target becomes Frightened until the end of their next Turn.

Level 13

Haunting Screech

AP: 2 | CA | 2 Dream Points | Duration: 3 Rounds | Radius: 10 m

Force all hostile creatures within the Radius to make a Will Defense Roll against your Spell Weaving. On failure, creatures are Frightened of the Oogie Boogie and suffer from the Ethereal Dread Debuff.

Level 15

Nightmare Form

AP: 2 | CA | 5 Dream Points | Duration: 5 Rounds

For the Duration, it gains: +1 Dream Dice to Nightmarish Strike. Unsettling Presence expands to 5 m. Creatures that start their Turn within the Radius of Unsettling Presence must succeed a Will Defense Roll against your Spell Weaving. On failure, they are Paralyzed until the end of their Turn.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defensive & Offensive Feats

Dream Embodiment

Passive

While Ethereal Shape is active, you are immune to being Paralyzed or Petrified and you may add +1 Dream Dice to all Damage Rolls.

Dream Incarnate

AP: 2 | CA | 3 Dream Points

While in your Ethereal Shape, you gain: +20 THP. Your attacks deal +2 Dream Dice of Force Damage. Hostile creatures damaged suffer Ethereal Dread. You can Fly up to your Movement Speed and Phase through solid objects. If you end your Movement inside an object, you take 2d10 Force Damage and are ejected to the nearest space.

Ethereal Prison

AP: 2 | CA | 4 Dream Points | Duration: 4 Rounds, Concentration | Range: 10 m

You imprison a creature within their own mind, forcing them to make a Will Defense Roll against your Spell Weaving. On failure, their body falls Unconscious as their mind is banished to a dream prison. If they take damage the effect ends.

Night Terrors

AP: 2 | CA | 5 Dream Points | Duration: 4 Rounds | Range: 15 m

Project a sliver of nightmare into a creature’s mind forcing them to make a Will Defense Roll against your Spell Weaving. On failure, they take 2 Dream Dice of Damage, suffer from the Ethereal Dread Debuff and are Frightened of you for the Duration. Additionally they take 1 Dream Dice of Damage every Round while Frightened.

Path-Specific Feats

Cat Nap

AP: 2 | CA | 6 Dream PointsDream Warden

Once a day, your allies inside your Dreamscape can treat it as a Full Short Rest.

Friends of Dread

PassiveNightmare

Your allies are now Immune to Unsettling Presence.

Group Hug

AP: 1 | QA/R | # Dream PointsMindshaper

Spend 1 Dream Point per 1 m to increase the Radius of Dreamweaver’s Embrace.

Utility Feats

Dream Shaper

AP: 1 | QA/R | # Dream Points

Spend 1 Dream Point per Dream Dice to use their maximum number instead of rolling them.

Master Dream Dice

Passive

Your Dream Dice are now 3d6 (treated as 1 Dream Dice) and your Spell Weaving Checks increase by +1.

Shepard

AP: 2 | CA | 6 Dream Points

You guide your allies through the Ethereal, emerging elsewhere. Choose 2 + your WAM of willing creatures within 2 m and teleport them and yourself to a location you’ve previously visited.

Voice of Terror

Passive

You can add 1 Dream Dice to all Charm Skill Checks against creatures you have done damage to or had previously pulled into your Dreamscape.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your ethereal mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Pinnacle Loom-crafting (See Core Rule Book: The Spell-Loom).

For a Friend

AP: 1 | R | Range: 10 mPinnacle Synergy

Send your Ethereal Companion to create a shield for an ally being attacked within Range. The Ethereal Companion takes all of the damage intended for the target.

Path of Druidic Ascendancy

Ethereal Shape Mastery and Primal Transformation. You have awakened a deeper primal truth: the Dream is not just a realm of the mind, but of instinct and transformation.

Passive: Choose one known Spell, Ascendant level or lower, to become natural instinct. This Spell can be Woven without expending ARC once per a day.

The Endless Dream

Passive

Your Ethereal Shape no longer requires Concentration and lasts until you choose to end it with a Quick Action, Rest, or are reduced to 0 HP. While in Ethereal Shape, you may Weave Spells that have vocal or somatic components and you gain Resistance to a Magic Damage Type of your choice.

Level 18

Ethereal Ally

AP: 2 | CA | 5 Dream Points | Range: Touch

Select one willing creature you touch and grant them an Ethereal Shape of your choice.

Level 20

The Wild Dream

Passive

While Ethereal Shape or Ethereal Ally is active: Gain +2 to all Fortitude and Reflex Defense Rolls and +10 Movement Speed. When either you or your ally score a Critical Hit, the other may immediately make an Attack as a Reaction. Additionally, once per Long Rest, you may Weave Ethereal Ally on two allies simultaneously and must spend an additional 3 Dream Points to do so.

Path of the Dreamer’s Dominion

Expanded Dreamscape Domination. You do not merely visit the Dream—you rule it. Your will binds those within its realm, and those who die in dreams may never awaken again.

Passive: Gain Immunity to the Charmed Condition.

Dreamworld

AP: 2 | CA | 7 Dream Points | Duration: 5 Rounds | Radius: 8 m

You expand the boundaries of the Dreamscape, pulling nearby minds into a fabricated realm. All creatures in the Radius must make a Will Defense Roll against your Spell Weaving and allies can choose to fail. On a failure, targets fall Unconscious in the Material Plane and enter your Dreamworld. While within the Dreamworld: Dreamers retain all their Feats, Spells, and Equipment. Allies gain +2 to Charm-Based Skill Checks. On a successful Charm-Based Skill Check against a target, you and your allies deal +1 Dream Dice of damage to them for the Duration. Any Dreamscape feats can be used within Dreamworld. Outside the Dreamworld: Physical bodies remain Unconscious. Taking any damage outside Dreamworld will end the effect for that target. When the Dreamworld ends, hostile creatures suffer the Ethereal Dread Debuff. All damage taken in the Dreamworld transfers to the real body.

Level 18

Sleep Paralysis

AP: 2 | CA | 4 Dream Points | Range: 10 m

Target up to five hostile creatures inside of Dreamworld and force them to make a Will Defense Roll against your Spell Weaving. On a failure, they are Stunned and fall Prone until the end of their next Turn.

Level 20

Death of the Dreamer

Passive

When a creature is reduced to 0 HP inside Dreamscape or Dreamworld, they must make a Fortitude Defense Roll against your Spell Weaving. On a success, they awaken at 1 HP, and suffer Confusion until the end of their next Turn. On a failure, their body dies and their Elohim is trapped in the Dream, unable to reincarnate unless freed.

Path of the Guardian

Protective Ethereal Companion. In the stillness of the Dream, her name is whispered in moments of great need—Aurellia, protector of the Dreamborn.

Passive: Gain +1 to your WAM.

Aurellia

AP: 2 | CA | 4 Dream Points | Duration: 1 hour, until death, or ended as a QA

Your Ethereal Companion becomes Aurellia: It now has its own Initiative, and 3 AP per Round. If the Aurellia dies, you cannot summon a new Ethereal Companion until you finish a Long Rest. Retains all abilities from Ethereal Companion.

Size / Type

Medium Ethereal

HP

150 (20d8 + 60)

Speed

12 m

Senses

40 m Darkvision

Initiative

+7

Resistances

All Non-Magical Physical Damage

Immunities

Charmed, Frightened, Poisoned

Languages

Telepathic

Defense Rolls

FORT +7REX +7WILL +9

Ability Scores

STR 18 (+4)END 16 (+3)AGI 20 (+5)COG 13 (+2)INT 20 (+5)CHA 18 (+4)

Ethereal Claws

AP: 2 | CA | Reach: 2 m

Melee Weapon Attack: reach 2 m, dealing 4 Dream Dice of damage.

Protector’s Shield

AP: 1 | R | Radius: 2 m

When a creature within Radius is targeted by an attack, they can impose –2 on that Attack Roll.

Level 18

Blessing

AP: 2 | CA | 5 Dream Points | Duration: 3 Rounds | Radius: 10 m

The Aurellia targets up to three creatures it can see within Range. Each target gains +20 THP and has +2 on all Defense Rolls for the Duration.

Level 20

Payback

AP: 1 | R | 5 Dream Points | Range: 12 m

When the Aurellia takes damage from an attacker within Range, it can teleport next to them and make an Attack against them. On a hit, the target takes 5 Dream Dice of damage and suffer from the Ethereal Dread Debuff.

Path of the Somnium Chronarch

Time Manipulation Through Dream Logic. Time moves strangely in dreams. A second may stretch into hours; a lifetime may pass in a blink. You’ve learned to fold this logic into the waking world—slowing moments, echoing actions, and bending causality.

Passive: Resistance to Psychic Damage.

Dreamskip

AP: 1 | QA | 3 Dream Points | Duration: 2 Rounds | Range: 10 m

You fold a moment of time around yourself or an ally within Range, and for the Duration: The target cannot be seen, heard, or attacked. After emerging, the target gains +2 on their next Roll.

Level 18

Dream Fracture

AP: 2 | CA | 4 Dream Points | Radius: 6 m

All hostile creatures within Radius must make a Will Defense Roll against your Spell Weaving. On failure, they suffer half Movement Speed and –1 AP until the end of their next Turn.

Level 20

Eternal Recurrence

AP: 2 | CA | 10 Dream Points | Duration: 5 Rounds

For the Duration: Gain +1 to Attack and Defense Rolls. Gain +20 THP. You may inflict Dreamscape on hostile creatures without entering it yourself. Once per Round, when you or an ally you can see fails a roll, you may force a re-roll. Once per the Duration, when you drop to 0 HP, you immediately return to the start of your previous Turn with the same HP, positioning, and Dream Points you had then.

Resonate Spell-Loom

Passive | Level 20

At level 20, you can now co-forge legendary spells. Any number of Loom-crafters may work together in the same Long Rest: each helper donates AF to the cost and adds +1 to the lead weaver’s Encoding Check. On success, every contributor learns the spell.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defensive & Offensive Feats

Dream Snare

AP: 1 | QA | 3 Dream Points | Duration: 5 Rounds | Range: 10 m | Radius: 3 m

You can create a snare in the Material Realm that traps and immobilizes hostile creatures. All creatures in Radius must make a Will Defense Roll against your Spell Weaving. On failure, they are Restrained for the Duration. Once per Round, if a creature attempts to leave the snare, you may spend 1 Dream Point to roll a Dream Dice and subtract it from their Overcome Roll.

Mind Fortress

AP: 1 | R | 6 Dream Points | Range: 12 m

When you or an ally within Range is targeted by a mind-altering effect, you may immediately Nullify it.

Thought Eclipse

AP: 2 | CA | 4 Dream Points

Select one creature in the Dreamscape and make a Contested Charm against their Will Defense Roll. On success, the target can’t speak and is Blinded for the Duration of the Dreamscape. If they fail by 10 or more, they forget the entire Encounter upon waking.

Path-Specific Feats

Aurellia’s Final Blessing

AP: 1 | QA | 4 Dream Points | Duration: 3 Rounds | Radius: 4 mGuardian

For the Duration, all allies within Radius of the Aurellia gain: Resistance to all Damage Types. Immunity to one negative Condition. Afterwards the Aurellia is dismissed.

Dream Shatter

PassiveSomnium Chronarch

Creatures affected by Dream Fracture suffer 1 Dream Dice of damage and Ethereal Dread.

Ethereal Anchor

PassiveDreamer’s Dominion

Choose one hostile creature within the Dreamworld, until they succeed on a Contested Will Defense Roll to escape, no other hostile creatures may attempt to escape Dreamworld. If the chosen creature dies, other hostile creatures may attempt to escape Dreamworld.

Friends with Benefits

PassiveDruidic Ascendancy

When activating Ethereal Ally you can add one additional Beast Feat or Sense to their shape.

Utility Feats

Pinnacle Dream Dice

Passive

Your Dream Dice are now 4d6 (treated as 1 Dream Dice). Increase your Cognition or Intuition Ability Score by +1.

Dream Weaver

Passive

When Crafting a new Spell via Spell-Loom crafting, you may add +1 Dream Dice to its Damage or Healing total. This bonus applies once per Spell and stacks with Amplify bonuses.

Primordial Companion

AP: 2 | CA | 4 Dream Points | Duration: 1 hour, until Death, or ended as a QA

You summon an Ethereal Companion version of your Ethereal Shape to assist you. It follows the same rules as all other Ethereal Companions and receives all the bonuses gained for Ethereal Shape. The Primordial Companion still retains your mental Abilities, your Skills, and other Feats. Appears in an Unoccupied Space within 5 m. It has its own Initiative and 4 AP per Round. If the Primordial Companion dies, you cannot summon a new Ethereal Companion until you finish a Long Rest.

Shape Shifter

AP: 1 | QA | 1 Dream Point

When using Ethereal Shape you can change one feature of the Shape (i.e. Phylum, Sense, Feat, or Size/Threat Level).