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.
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 SynergyWhen 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 mChoose 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 | CAYou 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 PointRoll 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 mYou 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, ConcentrationYou 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 SphereSelect 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).
Lucid Evolution
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
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 QAYour 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
Ability Scores
Bite
AP: 2 | CA | Reach: 1 mMelee Weapon Attack: Reach 1 m, dealing 3 Dream Dice of damage.
Claws
AP: 2 | CA | Reach: 2 mMelee Weapon Attack: Reach 2 m, dealing 2 Dream Dice of damage and inflicts the Ethereal Dread Debuff.
Level 8
Multi-attack
PassiveMakes two attacks when it takes the Core Attack Action.
Level 10
Nightmare Roar
AP: 2 | CA | 3 Dream Points | Radius: 6 m SphereYour 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
PassiveWhenever 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 RoundsWhen 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 PointsYou 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 mYou 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 | QAWhile 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 PointsIf 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
PassiveWhile Ethereal Control is active, you gain complete control of the creature as if they were Dominated.
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 PointsWhen 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 mYou 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 mChoose 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 mIf 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 PointSleepwalkerWhen using Ethereal Grip, you may re-roll one failed Contested Will Defense Roll.
Magic Sand
PassiveDreamweaverSandman Assault now grants +2 to all Charm based Skill Checks against the target creature.
Predator’s Gaze
PassiveDream StalkerYour Dream Stalker gains +2 to Attack Rolls against creatures suffering from Ethereal Dread.
Utility Feats
Adept Dream Dice
PassiveYour 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 PointsYou 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 mIf a creature within Range is Incapacitated or Unconscious, you may teleport to an Unoccupied Space next to them.
Intuitively Charming
PassiveYou can add your Intuition Modifier onto your Charm based Skill Checks.
Mind Link
AP: 2 | CA | 5 Dream Points | Duration: 3 Rounds, Concentration | Range: TouchYou 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
PassiveOnce 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.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Day Dreams Upgrade
PassiveThe attacker suffers –3 to their Attack Roll.
Dreamscape Upgrade
PassiveWhile 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
PassiveWhile 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
PassiveYour 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
PassiveAffected 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.
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 SynergyWhen 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 PointsIf 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
PassiveWhenever 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 endsWhile 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 mForce 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
PassiveThose 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 PointsChoose 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 QAYour 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
Ability Scores
Unsettling Presence
Passive | Radius: 2 mIt radiates an aura of fear, causing all creatures within 2 m to suffer –2 on Defense Rolls.
Nightmarish Strike
AP: 2 | CA | Range: 2 mMelee 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 mForce 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 RoundsFor 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.
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
PassiveWhile 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 PointsWhile 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 mYou 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 mProject 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 WardenOnce a day, your allies inside your Dreamscape can treat it as a Full Short Rest.
Friends of Dread
PassiveNightmareYour allies are now Immune to Unsettling Presence.
Group Hug
AP: 1 | QA/R | # Dream PointsMindshaperSpend 1 Dream Point per 1 m to increase the Radius of Dreamweaver’s Embrace.
Utility Feats
Dream Shaper
AP: 1 | QA/R | # Dream PointsSpend 1 Dream Point per Dream Dice to use their maximum number instead of rolling them.
Master Dream Dice
PassiveYour Dream Dice are now 3d6 (treated as 1 Dream Dice) and your Spell Weaving Checks increase by +1.
Shepard
AP: 2 | CA | 6 Dream PointsYou 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
PassiveYou can add 1 Dream Dice to all Charm Skill Checks against creatures you have done damage to or had previously pulled into your Dreamscape.
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 SynergySend 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
PassiveYour 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: TouchSelect one willing creature you touch and grant them an Ethereal Shape of your choice.
Level 20
The Wild Dream
PassiveWhile 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 mYou 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 mTarget 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
PassiveWhen 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 QAYour 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
Ability Scores
Ethereal Claws
AP: 2 | CA | Reach: 2 mMelee Weapon Attack: reach 2 m, dealing 4 Dream Dice of damage.
Protector’s Shield
AP: 1 | R | Radius: 2 mWhen 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 mThe 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 mWhen 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 mYou 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 mAll 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 RoundsFor 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 20At 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.
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 mYou 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 mWhen 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 PointsSelect 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 mGuardianFor 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 ChronarchCreatures affected by Dream Fracture suffer 1 Dream Dice of damage and Ethereal Dread.
Ethereal Anchor
PassiveDreamer’s DominionChoose 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 AscendancyWhen activating Ethereal Ally you can add one additional Beast Feat or Sense to their shape.
Utility Feats
Pinnacle Dream Dice
PassiveYour Dream Dice are now 4d6 (treated as 1 Dream Dice). Increase your Cognition or Intuition Ability Score by +1.
Dream Weaver
PassiveWhen 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 QAYou 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 PointWhen using Ethereal Shape you can change one feature of the Shape (i.e. Phylum, Sense, Feat, or Size/Threat Level).