Dreamspinner

A spellcaster imbued with the magic of Marinos itself, tied to its cosmic origins as a world of dreams that the spirits of sleepers of many worlds used to unknowingly visit every time they went to sleep. Tied to the fey that were once lords of the dreaming of the multiverse before Draws, before the outer planes were born and the celestials and fiends came into being and became the shepherds and overlords of the segmented realms of dream.

Unlike the clerics of Marinos, Dreamspinners aren't tied to any particular plane, and often don’t even have Draws. Instead, they travel freely between any of the dream planes they wish, or dream in the Ethereal Plane, where the remnants of the wild dream spirits survive, waylaying dreamers on their way to their Drawn planes, spinning incomprehensible adventures of whimsy and absurdity and joy and terror as they have done for all of time.

Since Dreamspinners use a shard of the deep magic of the original Marinos lodged within their soul rather than continually drawing from the plane itself, they are arcane rather than divine casters. They are rare- eddies and fragments of primal Marinos are nothing more than essences; most of that magic is long gone.

Due to their ties to primal Marinos, Dreamspinners also have access to some water magic as well.

##### The Dreamspinner

A \* signifies a spell level you gain a Dreamscasting slot for.

### Creating a Dreamspinner

First, make Wisdom your highest score, followed by Dexterity if you want to be hard to hit or Constitution if you to be tougher and excel at concentration saving throws. Choose the hermit background. Then, prepare the cantrips Mind Sliver, Thaumaturgy, and Minor Illusion.

# Class Features

As a dreamspinner, you gain the following class features.

### Hit Points

* **Hit Dice:** 1d6 per dreamspinner level
* **Hit Points at 1st level:** 6+ your Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifer

### Proficiencies

* **Armor:** none
* **Weapons:** Clubs, daggers, quarterstaffs, sickles, light crossbows, slings
* **Tools:** 1 musical instrument or painter's tools
* **Saving Throws:** Wisdom, Intelligence
* **Skills:** Choose 2 from Arcana, Nature, Animal Handling, Insight, Perception, Deception, Intimidation, and Performance

### Equipment

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

* *a)* 2 daggers, or *b)* a quarterstaff
* *a)* a light crossbow and 20 bolts, or *b)* any simple weapon with which you are proficient
* *a)* an entertainer’s pack, or *b)* an explorer’s pack, or *c)* a scholar’s pack
* a mystical focus
* The first item you ever pulled out of a dream (roll on the trinkets table in the PHB, pick one, or make up your own)

## Spellcasting

Your dream infused power grants you the ability to cast spells. Wisdom is your spellcasting ability, because you use your mystical awareness and sheer will to alter the world around you with your magic. You have standard magic progression in terms of spell slots.

Additionally, you prepare your spells from the dreamspinner spell list. You prepare the standard number of spells (your dreamspinner level plus your Wisdom modifier) from the dreamspinner spell list. You also prepare cantrips rather than learning them, and can prepare 3 at 1st level, 4 at 4th level, and 5 at 10th level.

### Ritual Casting

You can cast dreamspinner spells you have prepared as rituals if they have the ritual tag.

### Spellcasting Focus

You can use a mystical focus as your spellcasting focus. They usually take the shape of dreamcatchers, palm stones made of semi precious gems smoothed to a shimmering finish, or mirrors that reflect imaginary scenes.

### Creatures of Whimsy and Nightmare

Eventually, you gain the power to bring mercurial fey spirits of ancient dreams to your aid, calling them forth into forms both wondrous and strange. While you do not gain any summons spells until 3rd level, the following change applies to your spellcasting in regards to creatures summoned or created by your dreamspinner spells: Regardless of what type the spell says the creature is, it counts as fey instead.

## Dreamcasting

There are certain spells you have the ability to cast in your sleep, bolded on your spell list. When casting them in this way, you ignore verbal and somatic components, and need not be touching material components, but must have them on your person.

You gain special spell slots at certain levels called dreamcasting slots for this purpose. At 1st level, you get one 1st level dreamcasting slot. Similarly, you get a 2nd level slot at 4th level, a 3rd level slot at 6th,a 4th level slot at 8th, and at 10th level, you gain a 5th level slot. You can also spend unspent spell slots for further dreamcasting. You always have these spells prepared for the purpose of dreamcasting.

Concentration spells take no special effort, but you can still only use one such spell at a time. When you cast Augury using dreamcasting, it can relate to a course of action you plan to take within the next day. When you cast Disguise Self or Silent Image using dreamcasting, the spell can last up to 8 hours. Dreamcast mage armor can take effect at a time of your choosing during your sleep. Finally, the Creation spell, if dreamcast, takes effect when you wake up, if you wish.

## Uncanny Mind

Your mercurial mind is slippery, giving you resistance to psychic damage.

## Tokens from Slumber

You can carry objects from dreams to waking. When you finish a long rest, you may create a number of tokens up to your Wisdom modifier. For each token, choose any nonconsumable Small or smaller object worth a number of gp equal to or less than 20 times your Dreamspinner level. The objects materialize next to you or in your hands just before you awake.

A token is visibly magical, feels oddly insubstantial, radiates faint light, and is lighter than it should be. You may designate a harmless sensation and/or emotion. Anybody who touches the object feels that sensation and emotion emanating from it. It counts as a spellcasting focus for you and anyone you designate. The object radiates bright light as per the Light spell. As an action, you can touch the object, changing the radius of light or extinguishing it. The radius cannot exceed that of Light. In addition, for each token you create, you may choose one of the following effects and apply it to the token:

* The object is temporarily inhabited by a fey spirit. It has vision and hearing, darkvision to 60 feet, and can speak and understand any languages you do. It hovers slightly above the ground, giving it a walking speed of 30 feet and immunity to falling damage. It has a Strength of 4, and its other scores are each 10. It cannot take actions except for Dodge, Dash, Help, and Disengage. You cannot have more than one token under this effect at a time.
* Cast a spell of 3rd level or lower, expending a spell slot as normal, or a cantrip. You need not have it prepared. Instead of immediately taking effect, the spell becomes stored in the object. At any point, while holding the item, you or any creature you designate may cast that spell using your spellcasting ability modifier, spell attack modifier, and save DC.
* The object becomes partially intangible. Only you can use, pick up, or activate the object. To others, it appears translucent. As an action, you can touch the token and make it invisible to all other creatures or make it translucent again.
* The object always returns. You and any creature you designate can "call" the object to appear in their hand or in their space as a free action on their turn.

## Dreamspinner Archetypes

When you reach level 2 in this class, you pick a Dreamspinner Archetype:

* Azure Soul
* Cosmic Echo
* Feyspark

## Dream Guide

You can create realms of dream according to your own whims. Starting at 2nd level, whenever you sleep, you can shape your dreams however you wish and invite creatures of your choice within 30 feet to inhabit them with you. Alternatively, you can choose which Impression you and the invited creatures dream in. Invited creatures can choose to sleep even if they would normally be incapable of sleeping, and any effects magically altering their behavior, personality, or alignment are repressed while in the dream, as are effects of madness. The same benefit applies to you.

Since you can create environments and effects of your choice while asleep, you and your companions can get certain types of meaningful work done while resting. While in your dream, creatures can spend time conversing, planning, writing, practicing skills, teaching each other knowledge or languages, and perhaps casting spells if the DM allows. After waking up, creatures find that anything they have written down in the dream is physically written down on paper or blank books on their person if they wish.

Despite the time spent in activity, creatures awake from the dream feeling well rested and soothed by the remarkable vistas you envisioned. You and each creature you visited your dream awake with temporary hit points equal to your Dreamspinner level. Furthermore, taking a long rest in your dream world relieves an additional level of exhaustion for a creature that lost at least one level of exhaustion while resting.

Any creatures you invite into your dreams are immune to negative effects from the Dream spell during their rest. Additionally, ambient noise in the physical environment you are sleeping in does not disturb rest, though noises that might signify danger are not repressed and can still alert you.

## Master of Consciousness

At third level, you cannot be magically put to sleep, and are immune to negative effects from the Dream spell. You gain advantage on saving throws against being charmed, frightened, or possessed.

## Ability Score Improvement

At certain levels in this class, you may add 2 to an ability score of your choice, add 1 to two ability scores of your choice, or, if your DM allows the optional feat rule, you may take a feat. You can't raise an ability score above 20 in this way.

## Empowered Reality

At 5th level, you gain the ability to decide you don’t like how reality is turning out and do something about it. Empowering a creature to create the reality you desire, you can, as a reaction to a creature within 30 feet failing an ability check, allow them to reroll the ability check and take the better result. You can use this ability once. You regain this power on a short rest. You can expend a spell slot of first level or higher as part of its activation to use this ability

## It's Not Happening That Way In My World

Once per long rest, as a reaction, you may do one of the following:

* Turn an attack that hit within your line of sight into a miss
* Turn a failed saving throw within your line of sight into a success, so long as you are aware of it
* As a creature you can see dies, you cause them to fall unconscious with reset death saving throws instead
* As a creature you can see falls unconscious, you cause them to become stable and conscious at 1 hit point instead.
* Retroactively cause a creature you can see to actually be in a location 5 feet next to where they were so as to prevent the results of a trap, area of effect, natural hazard, or other danger to them.

This effort is very taxing, causing you to gain one level of exhaustion.

## Blossoming Dreams (20th)

Your reality shaping abilities reach the pinnacle of their power. You can change the world around you by altering the flow of existence to fit the spectacles of your imagination.

By concentrating (as though you were casting a spell), you can shape the world within 5 feet of you, creating terrain features and objects. For every minute you spend concentrating in this way, you can affect up to 10 square feet of surface or 100 cubic feet of volume, creating any inanimate, nonmagical form you desire per 10 minutes spent concentrating. You must spend at least one full minute concentrating before any objects, terrain features, or effects can be created. You can affect a maximum of 1000 square feet of area and 10,0000 cubic feet of volume. You regain all usage of this ability after completing a long rest.

For example, you could create a door in a solid wall, a pit in a floor, a statue of a dragon, a fountain of fresh water, a swamp in a desert, or an island in the ocean. Anything created in this way vanishes after 24 hours or a few minutes after you complete a long rest, whichever comes first. Creatures in created spaces are harmlessly ejected to the nearest unoccupied space when the effect ends.

You cannot create objects worth more than a total of 10,000 gold in this way per long rest. Additionally, you cannot create consumable items, such as poisons. Finally, forms of energy that you create appear when you are finished creating them, but cannot cause more damage than a first level spell.

For example, given access to the interior, you could cause a wooden building to light itself on fire, or you could create a display of fireworks and lightning given time to prepare, but you cannot create a wall of indefinite fire with no fuel source.

## Azure Soul

The Azure Soul is deeply connected Marinos' primeval essence and to the Waters at the center of dreaming before the Impressions were born. They manifest this power via enigmatic water magic and the supernatural ease with which they move beneath the waves.

### Child of the Ancient Seas

Your connection to primal Marinos infuses your heart with an oceanic spark. You gain a swim speed equal to your walking or flying speed, or increase an existing swim speed by 20 feet.

In addition, you ignore penalties from underwater combat, and gain the ability to breathe underwater if you do not already have that capability. Additionally, you can speak normally underwater. If you don’t already speak Aquan, you learn it.

### Aquamancer

When you cast a spell, you may choose one of the following additional effects to occur:

* One creature targeted by or within the area of effect of the spell is sprayed with a violent blast of water. The creature must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and take 1d6 bludgeoning damage.
* Pelting rain falls in a 60 foot high, 20 foot radius cylinder centered on you or on a creature or object targeted by or within the area of effect of the spell, extinguishing unprotected flames in the area.The rain lasts until the end of your next turn and causes Concentration saving throws not made by you to be made at disadvantage.
* The ground around you within a 15 foot radius becomes like the surface of the sea for a moment, coated in a layer of shimmering, frothy, smooth, or tumultuous water.
* Creatures other than you on the ground in the area must make Dexterity saving throws against your spell save DC or fall prone.
* A wave of water materializes beneath you and carries you, allowing you to move up to 10 feet in any direction. Opportunity attacks against you are made at disadvantage while you use this movement.

You can use this ability a number of times equal to your Wisdom bonus. You regain expended charges after completing a short rest.

### Melt Into Wave

Starting at level 14, you gain the ability to magically adopt a form of liquid. As an action, you shapeshift into water. Your gear melds into your fluid body, becoming inaccessible. While in water form, you gain the following benefits and drawbacks:

* You can squeeze through any space an inch or more wide.
* You have resistance to bludgeoning, piercing, slashing, and fire damage.
* Whenever you take cold damage, make a Constitution saving throw (DC equals 10 or half the damage taken, whichever is higher). On a failure, you cannot move until the end of your next turn or until you leave your water form.\*
* You cannot speak, make weapon attacks, or cast spells, though you can continue concentrating on and taking actions related to spells you have already cast.
* You have advantage on stealth checks made while underwater.
* Your swimming speed increases by 10 feet.

This form lasts for an hour or until you end it using an action. Once you use this feature, you cannot use it again until you have taken a long rest. You can recharge this ability by expending a spell slot of 5th level or higher to do so.

### Vault of the Waters

You can change the environment around you into an aquatic dreamscape or a deep sea nightmare. As an action, you transform your surroundings into a reflection of the mystical waters of primeval Marinos.

When you do so, choose a point you can see within 300 feet of you. It need not be on the ground. The area within a 300 foot radius sphere centered on that point becomes wreathed in a shimmering aura of magical water. You can alternatively choose to fill an enclosed area with this effect, such as a room, a gulley, or a cave, so long as the enclosed space could fit within a 300 foot radius sphere.

You choose whether the interior is lit by bright light or dim light, or filled with darkness. If you choose bright light, the area shines outward with bright light for a radius of an additional 150 feet, and dim light 150 feet beyond that. An area filled with dim light emits dim light for 150 feet. If you create this vault underwater, you can choose for it to be the same pressure as the surrounding water, atmospheric pressure, or anything in between. You can choose for this water to be fresh or salty, and clean, silty, or muddy. Silty water obscures vision like light fog. Muddy water obscures vision like heavy fog.

The entirety of the area counts as being underwater, including for the purposes of combat, fire damage, movement, hearing, and sight. The waters are magically breathable to air breathing creatures, and paper is not harmed by the aura of water, but flames within the area are immediately extinguished.

As an action, you can target a creature within your sight and within the watery aura, forcing it to make a Constitution saving throw as the magical water thickens in its lungs. Creatures that can breathe underwater or don’t need to breathe are immune to this effect. On a failure, the creature is incapacitated until the end of your next turn as it splutters and chokes.

This effect lasts for an hour, or until you dismiss it as an action. If you leave the area, the effect immediately ends. Any containers filled with the water remain full. The watery aura disappears, but if you choose, you may cause some of the conjured water to fall from the area as light rain for the next round, minute, or hour. Once you use this ability, you cannot use it again until you finish a long rest. You may expend a 9th level spell slot to use this ability again.

### Feyspark

Whether born with this power or gifted it, your heart is marked by the wild fey of the realms of dream, whimsy, and nightmare, the same beings that mutated in the endlessly evolving landscapes of primal Marinos and swirled through the waters of dream. This deep connection allows you powers to summon even stranger creatures and to shift the world around you like your own lucid dream.

### Shifts of Whimsy

Starting at level 2, your connection to mysterious spirits allows you to alter your form with the free fluidity of the fey. You also learn to speak, read, and understand Sylvan.

At any time on your turn, you can alter your appearance and clothing as though by the Disguise Self spell. If you are Medium, you can change your size to Small, and vice versa. If you are Large, you can change your size to Medium. These changes are physical rather than illusory. You can end the effect at any time, and it ends if you go unconscious.

Additionally, your Tokens from Slumber are also more fluid, allowing you to change their forms and benefits at the end of a short rest. A token that was used to store a spell does not gain a new benefit.

### Mercurial Summons

The forms of the beings you summon are limited only by the confines of your and their imaginations. Whenever you summon a creature with a spell, you may choose one of the following benefits and apply it to each of the creatures summoned by the spell.

* Each creature gains a flying, swimming, or walking speed equal to its fastest speed, and the ability to breathe in both air and water.
* Each creature gains darkvision out to 120 feet and blindsight to 10 feet. Each creature grows a size larger or shrinks a size smaller.
* Each creature gains resistance to a damage type of your choice. The creatures have multiple heads, giving them advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, along with initiative rolls. They can also take an extra reaction each round and have advantage on Perception checks.
* The creatures are armored or covered in thick hide or scales, giving them +1 to AC.
* The creatures can take the Hide and Disengage actions as bonus actions.
* The creatures can shapeshift into any humanoid or beast form as an action, or back to their true form, maintaining their statistics.
* The creatures can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and gain a climbing speed equal to their walking speeds.
* The creatures are actually swarms of smaller monsters, and can occupy another target’s space and vice versa, and the creatures can move through any opening large enough for a Tiny creature. They gain condition immunities of the swarms of beasts shown in the back of the player’s handbook. The creatures can’t regain hit points or gain temporary hit points.

Additionally, you can choose for creatures summoned to emit dim light to a radius of 5 feet, to turn bright light to dim light in a radius of 5 feet, or neither. You should feel free to customize your creatures of dream and nightmare, such as by describing their stench, unearthly beauty, alien forms, or transparent bodies.

### Soul Bond

Starting at 14th level, your connection to the fey spirits you summon grows deeper. You and your summons can communicate telepathically and share senses as per the Find Familiar spell so long as they are on the same plane of existence as you.

Additionally, your concentration cannot be broken as a result of taking damage when you are concentrating on a spell that summons or creates a creature.

### Infectious Dream

You can forcibly eject a creature’s soul from reality and into a dreamscape of your choosing by pulling their essence along with yours as you plunge into dream realms. As an action, you fall into a trance, become incapacitated. Every creature of your choice within line of sight must make a Wisdom saving throw. On a failure, they fall asleep. While affected creatures are asleep, their bodies are immune to psychic damage. Should their bodies take damage, they can repeat the saving throw with advantage, waking up on a success.

While incapacitated in this way, you also cannot cast spells or speak in the physical world. However, if you wish, the souls of you and all affected creatures appear in a dreamscape of your choosing. The dreamscape can be any environment you could imagine but cannot contain traps, immobilize creatures, or cause damage. Creatures cannot suffocate in this environment. Each creature (other than you) must make a Wisdom saving throw. On a failure, a creature is charmed or frightened of you (your choice). Any damage dealt in this dream realm becomes psychic damage, and creatures have disadvantage on saving throws against your spells while here.

You can choose to return to consciousness at any time. If your physical body takes damage, make a concentration saving throw. On a failure, you wake up.

Once you use this ability, you cannot use it again until you finish a long rest. You can use this ability again by expending a spell slot of 9th level or higher as you activate it.

## Cosmic Echo

Some dreamspinners call upon the power of unknown dimensions to bring effects into their own reality using the leftover magic of dreamers from other worlds. They have an acute sense of otherworldly emanations, and can eventually call upon this remnant magic to form objects of power.

### Emanations From Beyond

You have improved mystical awareness and the ability to detect planar rifts. Once per long rest, as an action, you can extend your awareness outward from yourself in a radius equal to your Wisdom modifier miles (minimum one mile), allowing you to sense the presence of portals within the area. You know their number and general direction, but not their exact location. You gain a similar sense of any thin spots in that radius or areas of planar influence.

Additionally, by closely inspecting a portal for one minute, you can discern whether it leads to another part of the world you are, another world in the same plane of existence, or another plane of existence entirely. And whenever you touch a creature, you are alerted if the creature is not native to the world you are on.

Finally, you can always cast Detect Magic as a ritual whether or not you have it prepared, and can do so in half the normal time.

### Fragments of Other Worlds

Your mystical connection to the unknown allows you to spin motes of otherworldly potential into objects of power. Whenever you finish a long rest, roll a d100 twice and consult the Fragments table. Choose one of the resulting rolls. A magic item corresponding to the number rolled appears at your feet.

At any point, you can immediately attune to the item if it requires attunement or allow a willing creature you touch to attune to it. Once the item has been attuned to, it cannot be attuned to by another creature. You ignore class and race requirements the item has, as does anyone you allow to attune to it. It doesn't count against their attuned items. The item and any items it creates disappear at the end of your next long rest.

### Improved Fragments of Other Worlds

Your power over echoes has increased, and you can call forth objects of greater power from the aether. When you finish a long rest, roll a d100 twice, consult the following table, and choose a magic item corresponding to one of the two rolls. This feature works the same way as Fragments of Other Worlds, but uses the Improved Fragments table.

### Aspect of Distant Dimensions

You can call upon dead misty, and ancient memories of times and places past and future, near and far to summon forht fragments of other dimensions and project them upon your world. As an action, choose a space within sight comprising up to a 1000 foot cube. The landscape there is replaced by a landmark, natural wonder, defining feature, or large object from a world of your imagination. Other important features are temporarily and harmlessly shunted to the side for the duration or coexist with the new features as appropriate. This might take form of a tower, a dome of granite, an ancient redwood forest, a palace, a concert hall, a cathedral, a futuristic ship, a laboratory, a ruined fortress, or any number of other possibilities, which can be flavored as you wish. While in this area, creatures have advantage on History and Arcana, as well as two other types of skill checks of your choice.

This ability can be used to give you a battlefield advantage, to call forth a fortress, to create a cliff, to make a diversion, etc, but cannot directly harm or imprison creatures through its creation. For instance, you cannot cause a sinkhole to open up under a creature or summon a volcanic caldera around them, but you are free to create hazardous enviroments so long as no creature is directly harmed by the new features.

If you are inside the zone, you can cause al creatures in the area to be enclosed in it with you. If you do so, the DM determines how dificult it would be to escape based upon the nature of the terrain. A futuristic device might take several rounds or minutes for creatures to find a way out, a labyrinth might necessitate Inteligence and Survival checks, an enclosed cave might be nearly impossible to escape, etc.

The landscape is based upon the dreams of creatures from other worlds, so with your DM's permission, you can fashion it in accordance with other planes and dimensions in your world's multiverse that you know about, even if your character doesn't. Your DM might place monsters, treasures, hints about other worlds, or NPC's in the dreamscape, as appropriate and if they wish.

The changes to the landscape last for 8 hours, or until you dismiss them as an action. When the landscape reverts to normal, creatures are harmlessly deposited in safe locations.

You can use this ability once. You regain the ability to do so upon taking a long rest. You can use this ability an additional time by spending a spell slot of 9th level or higher as part of its activation, but must wait at least an hour between uses.