Dreamer A human slave dreams of heroically freeing herself and her friends, and wakes up holding a magical hero's sword that she uses to slay her captors. A magical experiment gives an urchin the ability to lift objects with their mind. The cultists attempt to seize the urchin and suddenly they are lifted into the air and tossed around the room. A gnome shifts the dreams of a terrible necromancer to make them realize who they have become. A writer who dreams of creating the perfect story accidentally unleashes an unfinished book's villain from his imagination, and now must find out how it should end. A Dreamer's magical power is a manifestation of something they want more than anything to the point that they begin to will it true. This causes Dreamers to manipulate reality with spells as if they were lucid dreaming. Some Dreamers are even able to travel into and alter the fantasies of their foes using their connection to the dream plane. Warping Reality Mysterious and disoriented, Dreamers are constantly unsure if they are currently awake. With an imagination so wild it causes them to hallucinate as if half-dreaming, their powers manifesting as a trick even to themself. They believe something is true, suddenly it is. The power of Dreamers originates from their sheer heart's desire and connection to the plane of dreams. Their dream and reason varies, but Dreamers are united in their power to bend reality to match their imagination. The spells Dreamers cast are those they've dreamed of casting while asleep. The imagination is a difficult power to control, and Dreamers have a wild, powerful imagination that they can't contain. It's common for Dreamers to accidentally cast spells when they feel overwhelmed, or to fall into and influence the dreams of others while they sleep, or to wake up having felt the emotions of a creature they don't know. Certain Dreamers learn to channel this power and do so purposely. Dreamers think and dream big. You may occasionally meet a Dreamer who's desire to create the world's greatest sculpture has given them the ability to create sculptures with their mind, or a Dreamer who's desire to be a storybook hero has begun influencing the myths being told around them. Many others believe all their dreams have significant meanings and keep a diary. Rampant Imagination Many creatures dream, but few gain the powers to become Dreamers. They are often not believed to exist until they appear, often on a grand quest. Dreamers have an imagination so powerful it affects the imaginations of people around them, granting all Dreamer's a form of telepathy by giving others strange visions. Though their magic varies, a Dreamer's cantrips are among the most versatile and powerful of magic users. They want something so much that it dominates their subconcious, and bends the space around them at-will. In a fight, Dreamers often control or disguise the battlefield from the sidelines. However, some brave the frontlines, slaying hordes of enemies with their mind. Creating A Dreamer When creating a Dreamer, consider what you want more than anything and why. When did you gain your powers and how did it change your life? What have you learned or foreseen in your dreams? Did your imagination cause any accidents while you learned to control your powers? Consider why you went out on an adventure. Why does your Dream require an adventure to come true? Are you driven to find a place you saw in your dreams? Are you trying to stop a prophecy from your dreams from happening? Quick Build You can make a Dreamer quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity or Constitution. Second, choose the urchin background.

The Dreamer Level Proficiency

Bonus Features Cantrips

Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Dream,

Helpful Hallucinations 3 2 — — — — — — — — 2nd +2 Dream Feature, Telepathic Imagination 3 3 — — — — — — — — 3rd +2 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 Dream Power Improvement 4 4 3 2 — — — — — — 6th +3 Dream Feature 4 4 3 3 — — — — — — 7th +3 4 4 3 3 1 — — — — — 8th +3 Dual Mind, Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 4 4 3 3 3 1 — — — — 10th +4 Peer Into Distance Lands 5 4 3 3 3 2 — — — — 11th +4 Dream Power Improvement 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 5 4 3 3 3 2 1 1 — — 14th +5 Dream Feature 5 4 3 3 3 2 1 1 — — 15th +5 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Dream Power Improvement 5 4 3 3 3 2 1 1 1 1 18th +6 Dreamscape 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Déjà vu 5 4 3 3 3 3 2 2 1 1 Class Features As a Dreamer, you gain the following class features. Hit Points Hit Dice: 1d8 per Dreamer level

1d8 per Dreamer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dreamer level after 1st Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: None

None Saving Throws: Charisma, Constitution

Charisma, Constitution Skills: Choose two from Animal Handling, History, Intimidation, Investigation, Medicine, Perception, Persuasion, or Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff (b) 3 daggers (c) any simple weapon

(a) a scholar's pack or (b) an explorer's pack Spellcasting Drawing on the reality-bending power of your dreams, you can cast spells to shape reality to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Dreamer spell list. Cantrips At 1st level, you know three cantrips of your choice from the Dreamer spell list. You learn additional dreamer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dreamer table. Preparing and Casting Spells The Dreamer table shows how many spell slots you have to cast your Dreamer spells of 1st level and higher. To cast one of these Dreamer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Dreamer spells that are available for you to cast, choosing from the Dreamer spell list. When you do so, choose a number of Dreamer spells equal to your Charisma modifier + your Dreamer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Dreamer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell sleep, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a short or long rest. Preparing a new list of Dreamer spells requires at-least 4 hours spent sleeping or meditating. Spellcasting Ability Charisma is your spellcasting ability for your Dreamer spells since your magic draws upon your dream of making something come true. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dreamer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your Charisma modifier



Spell attack modifier = 8 + your proficiency bonus +

your Charisma modifier Psionic Spellcasting When you cast spells with a material component, you can ignore that component unless it has an associated gold cost or is consumed. Dreams Choose a dream: Creation, or Heroics, or Power. Each dream is detailed at the end of the class description, and each provides examples of a dream that could have caused your powers to manifest. Your choice grants you a Dream Power when you choose it at 1st level. Your dream gives additional benefits and options for Dream Powers at 2nd, 6th, and 14th level. Dream Power As a dreamer you can flood the type of dreams you have into the real world. Each Dream provides you with special powerful spells at 1st and 2nd level that can be cast at will. These spells are known as a Dream Power. As your will to fulfill your dream grows, so do your powers. Dream powers improve when you reach your 5th, 11th, and 17th Dreamer level as detailed in the Dream Power's description. While sleeping or meditating, you often harmlessly cast your Dream Powers by accident. You may create toy soldiers, lift tables around the room, or swing an imaginary weapon above you. Helpful Hallucinations Your hallucinations guide you in combat. You might see yourself dodging just before a creature strikes, or a hallucination might scream "Get down!" before a volley of arrows is fired at you. While you are wearing no armor and not wielding a shield, your AC becomes equal to 13 + your Dexterity modifier. Telepathic Imagination Starting at 2nd level, you share your dreams and hallucinations with those around you. You can communicate basic messages telepathically with creatures you can see within 60-feet of you using visual hallucinations. You don't need to share a language with the creature for it to understand your visions, but the creature must be able to understand at least one language. Additionally, if you are within 10-feet of a sleeping creature, you can gain a vision into the current dream the creature is having. The vision grants you insight into the creature's emotional state, and something that looms large in the creature's mind (such as something it worries over, loves, or hates). When the creature awakens, it becomes aware that you were peering into its dreams. 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. Dual Mind Starting at 8th level, you can hold your Dream Powers subconsciously as your imagination has a mind of its own. When you cast a Dream Power that requires concentration, you can change this casting of the spell so that it doesn't require concentration. Once you use this feature, you cannot do so again until you complete a long rest. Peer into Distant Lands Starting at 10th level, when you sleep or meditate during a long rest, you can cast dream or scrying while you sleep or meditate with no somantic, verbal, or material components required and without expending a spell slot. If you cast scrying, a creature that can see invisible objects sees the sensor you create as a ghostly version of yourself. Once you use this feature, you can't use it again until your next long rest. Dreamscape Starting at 18th level, you can cast Mirage Arcane once without expending a spell slot. Once you use this feature, you cannot do so again until you complete a short or long rest. Déjà vu Starting at 20th level, at the end of your turn you can choose to undo everything that occurred during your turn, and then retake the turn. For example, if you moved and then cast sleep on a creature during your turn. Retaking the turn involves the creature waking up, you regain the expended spell slot, you regain the expended action, and you return to the position you were in at the start of the turn. You wake up moments before the turn begins. Once you use this feature, you cannot use it again until you complete a long rest.

Dreams Different Dreamers claim to have had different types of dreams that gave them their powers. Although many variations exist, most of these dreams fall into three categories: Creation, Heroics, and Power. Dream of Creation You dream of creating art, pottery, music, inventions, and expressing yourself through creativity to the world. You want it so much that your imagination melts into reality before you. A vague dream about a sculpture might cause it to appear before you. You might hear your paintings making conversation, or have background instruments added whenever you play music. These dreams spill into your senses while awake as hallucinations. Perhaps your hallucinations began when you woke up with a mysterious artifact in your hands. You may have started having strange visions that you painted once you awoke, until a traveler recognized the symbols and chased you out of town. The Artist Within At 1st level, you gain proficiency with a set of artisan's tools or musical instrument of your choice. Your proficiency bonus is doubled for any ability check you make using the chosen tool. Dream Power: Create Object At 1st level you get the following Dream Power. Casting Time: 1 action

1 action Range: 40 feet

40 feet Components: V S

V S Duration: Concentration, up to 1 minute You summon a creation from your dreams. As an action, choose an object from the available creations below, and an unoccupied space no larger than a 10-foot cube within range. The imagined object fades into existence, lasts for the duration, and then vanishes. Wooden wall, platform, or bridge (AC 15, HP 18 or 4d8)

Stone boulder on creature(s) (AC 17, HP 27 or 5d10)

Common adventuring gear and tools listed in the PHB

Prototype objects made from your Artist Within tool worth no more than 25 x your level in gold. The object has a slight glow and is obviously magical and temporary in nature, but has the normal physical properties of the object. If you drop a boulder or reasonably heavy object on a creature, the creature must make a Strength saving throw or take 1d6 bludgeoning damage and fall prone. The object is then pushed into the closest unoccupied space of your choice. The damage a heavy object deals when it lands on a creature increases by 1d6 at Dreamer 5th, 11th, and 17th level. The hit points of a created object increases by 2 hit dice at Dreamer 5th, 11th, and 17th level. Gift of Imprisonment Starting at 2nd level the following creations become available with Create Object. Wooden cage over medium creature(s) (AC 15, HP 18 or 4d8)

Empty cube missing the bottom plane made of thin wood over medium creature(s) (AC 15, HP 3 or 1d6) If you use Create Object to drop a cage or similar object over a medium or smaller creature(s) to capture them, the creature(s) must make a Dexterity Saving throw or become unable to move out of the space until the object is destroyed, such as by attacking it. On a successful save, a creature is moved to the closest unoccupied space of their choice outside the cage. If the creature is unable to move due to being grappled or restrained, the creature automatically fails the saving throw. If a creature is only partially within the area, the creature automatically succeeds the saving throw. Dream Power: Influence Style At 6th level you get the following Dream Power. Casting Time: 8 hours

8 hours Range: self (1-mile)

self (1-mile) Components: V S, M (artisan's tools)

V S, M (artisan's tools) Duration: Instantaneous

You spend 8 hours working on an artistic masterpiece with your Artist Within tools to influence the style of society around you. Within 24 hours of casting this spell, the style you created with your masterpiece gains popularity within the radius. If the masterpiece is physical and is moved or destroyed, the spell ends. For example, if you weaved a blue and white tapestry, you might find similar tapestries being hung around town the next day. You can only have one masterpiece at a time. The maximum number of masterpieces you can have at any time increases to 3 at Dreamer's 11th level, and to unlimited at Dreamer's 17th level. Grand Creations Starting at 14th level, when you use Create Object the maximum size of the imagined object increases to a 20-foot cube, and objects listed in your typical creations list can now be made of iron, with an AC of 19. Additionally, the maximum size a creature that can be captured in a cage or similar object created by Create Object increases to Large. Dream of Heroics In your dreams you are a fabled hero. You may have fantasies about saving your friends from danger, imagine yourself defeating your arch-rival, see visions of yourself in the retelling old-hero legends, or dream of being a famous adventurer. These fantasies of doing the impossible spill into reality, making them real. Maybe a powerful entity from your dreams has escaped into reality and you must stop them. You might be ruled by a tyrant, and dream of overthrowing them, or foresee an upcoming calamity and wish to stop it. You could share a dream with an aspiring villain, forever being connected to them by fate. You might have a powerful ego, and dream of yourself on a podium surrounded by fans. In your dreams, you are a hero, and that perception has started to bend reality. Natural Popularity At 1st level, you have a presence that rallies people to your cause. You gain proficiency in persuasion (charisma) checks. Dream Power: Mythical Slash At 1st level you get the following Dream Power. Casting Time: 1 action

1 action Range: Self (15-foot line)

Self (15-foot line) Components: S

S Duration: Instantaneous You recreate a moment from a fabled tale, summoning a powerful wave of pure force in a line that is 15-feet long and 5-feet wide originating from your position. Each creature in the area must make a dexterity-saving throw or take 2d6 slashing damage. Then you may teleport to the closest unoccupied space of your choice at the end of the line. This spell's damage increases by 2d6 when you reach Dreamer 5th level, 11th level, and 17th level. Prophecy At 1st level, the people you meet have had visions about your legend. You can spend a minute imagining a dream of your choice about yourself. When you do so, choose up to 6 creatures that don't trigger this feature. The next creature that sees you within the next hour will have had the dream you imagined. How the creature interprets the dream, or whether it believes anything shown in the dream, is up to the creature. A creature that does not sleep does not trigger this feature. Once you use this feature, you cannot use it again until you complete a short or long rest. Dream Power: Intuition At 2nd level you get the following Dream Power. Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V

V Duration: Concentration, up to 1 minute You have an incredible sense of the intent of your rivals, allowing you to foresee and evade danger. Choose a creature within range and one of the following options. The effect lasts for the duration. The creature has disadvantage on attacks against you.

You have advantage on saving throws the creature forces you to make. Podium Starting at 6th level, you gain the ability to share your heroics with the world. If you spend 10 minutes giving a grand speech after an encounter, you can share a vision with all creatures within 5-miles of you. For the next 24 hours, a creature within the radius that sleeps will have a dream of the encounter and speech. For example, after a fight with the local guard you could declare the current ruler of the town currupt and list his misdeeds. Not every citizen would believe you, but it would certainly spread a rumor about it. Once you use this feature, you cannot use it again until you complete a long rest. Become a Legend Starting at 14th level, you can teleport around a foe striking it continuously, creating your own mythical moments. The target of your Intuition spell must make a Dexterity saving throw at the end of each of your turns, taking 3d12 slashing damage on a failure. Shared Dream Starting at 14th level, your legend warps society. When you use Prophecy it can trigger for every creature that sees you during the hour, instead of just the next creature.

Dream of Power You are tired of having no control over your life, and to get control, you need power. Your sheer will to gain control allows you to bend the laws that govern reality. Those who dream of power might have had a sudden moment of powerlessness to stop something, and became determined to never have it happen again. Your nightmares might be dangerous to those around you, so you search for an explanation. Perhaps you were involved in a terrible magical experiment and you survived, and now use your powers to seek out the ones who wronged you. By why stop at survival or revenge? You might imagine yourself controlling a powerful faction that wins wars against your enemies, or someone with the ability to do anything they want. You could imagine yourself surrounded by riches, or someone with the power to undo your dark past. These dreams spill into your senses while awake as hallucinations. Connected By Fate At 1st level, you know your enemies. When you complete a long rest you can name a creature to gain a vision, becoming familiar with what how the creature looks and speaks. If you fail to speak the true name of the creature, this feature fails. Dream Power: Control Object At 1st level you get the following Dream Power. Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: 1 round As an action you can telekinetically manipulate objects within range that aren't being held or worn with your mind as if using your hand to interact with it. For example, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial. You cannot activate magical items or carry more than one object weighing up to 100 x your Dreamer level in pounds. You can move an item you are controlling this way up to 30 feet during your turn. Objects held aloft will continue to remain in the air until the start of your next turn, at which point they will fall unless you use this spell again. When you use this spell to control a weapon, you can then telekinetically hurl the weapon at a creature within 120 feet. Make a ranged spell attack from the controlled weapon's position. On a hit, the creature takes 2d6 damage of the weapon's type. You can lift and hurl more objects when you reach higher levels in Dreamer: two at 5th level, three at 11th, and four at 17th. You can direct hurled weapons at the same target or at different ones. Make a separate attack roll for each. The combined weight of lifted objects cannot exceed the spell's weight limit. Dream Power: Control Creature Starting at 2nd level you get the following Dream Power. Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute You attempt to grapple a medium or smaller creature within range using your telekinetic grip, using your spellcasting ability to resolve the grapple. On a success, until the end of your next turn, the creature is grappled by your telekinetic grip. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. If the creature is small or smaller, when the creature becomes initially grappled by this spell and on each of your turns for the duration, you can move the creature grappled this way 30 feet in any direction of your choice. A creature lifted upward is suspended in mid-air. The size of the creature this spell can grapple increases to Large at Dreamer 5th level, Huge at 11th level, and Gargantuan at 17th level. The size of a grappled creature this spell can move increases to Medium at Dreamer 5th level, Large at 11th level, and Huge at 17th level. Dream Power: Enforce Rule Starting at 6th level you get the following Dream Power. Casting Time: 8 hours

8 hours Range: Self (1-mile radius)

Self (1-mile radius) Components: S

S Duration: Until dispelled You magically enforce a law that governs society. State a clearly defined action, when a creature within the radius takes that action, the next time the creature sleeps or meditates they will have a dream about regretting taking that action. A creature of CR 1/2 or higher that has this dream will know that the dream of regret was magically induced. You can only have one law placed at a time. When you use this spell again, it ends any previous laws you've placed. At 11th level, the radius increases to 5-miles, at 17th level, the radius increases to 20-miles. Domination Starting at 14th level, when you use Control Creature the creature is restrained for the duration of the grapple. Additionally, when you use Control Object you can attempt to take control over an object being held by another creature. You must make an ability check with your Spellcasting Ability contested by that creature's Strength check. If you succeed, the creature lets go of the item and you hover it in a position of your choice within range. You cannot hurl the object until your next turn.

Multiclassing Should you want to multiclass into the Dreamer, the prerequisites and proficiencies are listed below: Prerequisite: 13 Charisma.

Proficiencies gained: None. Credits v2.3 Twitter of creator https://twitter.com/JasonDavidHein

Art by Jeff Santos https://www.artstation.com/artwork/QzVwwZ

Summon Construct spell was created by a friend, Max.

Future Dream ideas: Dream of Family

Spell List The following symbols beside a spell indicate which book it can be found in. Spells with no symbol can be found in the phb. ^ Homebrew or Unearthed Arcana (see below) ~ Xanathar’s Guide to Everything or SCAG Dreamer Spells Cantrips (0 Level) Create Bonfire ~

Dancing Lights

Friends

Infestation ~

Light

Mending

Mind Sliver ^

Minor Illusion

Summon Critter ^

Sword Burst ~ 1st Level Cause Fear ~

Chaos Bolt

Charm Person

Color Spray

Disguise Self

Faerie Fire

Feather Fall

Fog Cloud

Jump

Longstrider

Silent Image

Sleep

Spell Ward ^

Tasha's Hideous Laughter 2nd Level Alter Self

Arc Lightning ^

Augury

Blindness/Deafness

Blur

Calm Emotions

Cloud of Daggers

Crown of Madness

Darkness

Enlarge/Reduce

Enthrall

Invisibility

Locate Object

Mind Spike ~

Mind Thrust ^

Mirror Image

Phantasmal Force

Suggestion

Web 3rd Level Catnap ~

Clairvoyance

Enemies Abound ~

Fly

Gaseous Form

Hypnotic Pattern

Major Image

Meld into stone

Nightmare ^

Psionic Blast ^

Slow

Summon Lesser Demon ~

Tiny Servant ~

Wall of Sand ~ 4th Level Charm Monster ~

Confusion

Dimension Door

Enter Fantasy ^

Evard's Black Tentacles

Greater Invisibility

Hallucinatory Terrain

Intellect Fortress ^

Leomund's Secret Chest

Locate Creature

Phantasmal Killer

Polymorph

Summon Greater Demon ~

Swap Appearances ^ 5th Level Dominate Person

Dream

False Foes ^

Infernal Calling ~

Legend Lore

Mislead

Modify Memory

Passwall

Scrying

Seeming

Synaptic Static ~ 6th Level Find the path

Heroes Feast

Magic Jar

Mass Suggestion

Mental Prison ~

Otto's Irresistible Dance

Programmed Illusion

True Seeing 7th Level Mirage Arcane

Mordenkainen's Magnificent Mansion

Plane Shift

Project Image

Reverse Gravity

Sequester

Teleport 8th Level Antipathy/Sympathy

Demi-plane

Dominate Monster

Eclipse ^

Illusory Dragon ~

Maddening Darkness ~

Mighty Fortress ~ 9th Level Bind to Destiny ^

Mass Polymorph ~

Psychic Scream ~

Weird

Wish Bard Spells 4th Level Swap Appearances ^ Cleric Spells 8th Level Eclipse ^ 9th Level Bind to Destiny ^ Druid Spells Cantrips (0 Level) Summon Critter ^ 8th Level Eclipse ^ Sorcerer Spells 1st Level Spell Ward ^ 2nd Level Arc Lightning ^ Warlock Spells 4th Level Swap Appearances ^ 8th Level Eclipse ^ 9th Level Bind to Destiny ^ Wizard Spells 2nd Level Arc Lightning ^

Summon Construct ^ 4th Level Swap Appearances ^ 8th Level Eclipse ^

Homebrew Spells Arc Lightning 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S (a small magnet)

V, S (a small magnet) Duration: Instantaneous Your hands erupt with tiny sparks. Choose a point within range that you can see. An arc of lightning lurches forth from your fingertips and then is redirected by you towards a creature within range. Make a ranged spell attack against the creature from the chosen point. The point you chose is considered the origin of the attack when determining cover. On a hit, you deal 4d8 lightning damage to the creature. At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the damage increases by 1d8 per slot level above 2nd. Bind to Destiny 9th-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous As a part of casting this spell, two creatures within range must agree to a binding agreement verbally or in writing. This agreement is an exchange of promises to be fulfilled by each of them, and a time limit for each of them to fulfill those promises. You must choose and announce to each of them one of the following options, which will curse either creature if they fail to fulfill their part of the bargain within the agreed-upon time. The creature becomes permanently transformed into another creature of your choice as if by the true polymorph spell. The new form must have a CR equal to or less than the highest CR or level of a creature involved in the agreement.

The creature becomes hunted by a type of creature of your choice. The hunting creature must be of a challenge rating equal to or less than the highest CR or level creature involved in the agreement.

The creature becomes unable to complete their goal in life. Whatever that might be, ill fortune will stop them from achieving that goal. When a creature's part of the bargain is fulfilled, the spell ends for that creature. When the spell ends for a creature that was cursed by this spell, the curse also ends for that creature. Otherwise, the curse can only be removed through a wish. Eclipse 8th-level illusion Casting Time: 10 minutes

10 minutes Range: Self (5-mile radius)

Self (5-mile radius) Components: V,

V, Duration: 8 hours You darken the sky in a 5-mile radius around you. A creature in the radius sees nothing but darkness in the sky. Light from sources above the radius does not extend into the radius, including sunlight and moonlight. If there were no other light sources in the area except sunlight or moonlight, the area becomes darkness and thus heavily obscured. At Higher Levels. When you cast this spell using a 9th level spell slot, the duration of the spell is until it becomes dispelled. Enter Fantasy 4th-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a piece of moonstone worth 400 gold, which the spell consumes)

V, S, M (a piece of moonstone worth 400 gold, which the spell consumes) Duration: 1 hour Choose an unconscious creature you can see within range. A portal to the creature's personal dream plane appears within 5-feet of the creature. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts until the creature regains consciousness. The portal has a front and a back on each plane where it appears. Traveling through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. A dream plane is where creatures go when they fall asleep and dream. The landscapes, objects, and creatures in the plane reflect those in the creature's current dream. The dream typically depicts something that looms large in the creature's mind (such as something it worries over, loves, or hates). For example, it could be a fantasy world where they're king and lord over a massive castle, a nightmare realm with the creature's ex-lover chasing them, or a bizarre mix of landscapes with talking striped cats and smoking caterpillars. Somewhere in the dream plane, the unconscious creature will imagine a version of themself exploring the landscape. The unconscious creature isn't aware that they are dreaming and isn't in control of their dream plane. Killing the imagined version of the unconscious creature will not kill the creature, but will make them regain consciousness (with a minimum of 1 hit point). However, it is possible for a creature to die in another creature's dream plane. Affecting something in the dream affects what the creature is dreaming about, and the creature's memory of it. This can cause the plane's environment to shift rapidly, and what looms large on the creature's mind to change. In extreme circumstances, this could even change the creature's ideals, bonds, or flaws. When the creature regains consciousness, dies, or the spell ends, all creatures and objects originating from outside the dream plane are automatically teleported outside the dream plane as the portal closes, appearing in the unoccupied space nearest the portal.

False Foes 5th-level illusion Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You create the image of any number of creatures that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatures within the cube must succeed on a Wisdom saving throw. On a failed save a creature becomes incapacitated and has a speed of 0 as it spends its turns fighting the illusion. For creatures that failed the saving throw, the illusion seems completely real, including sounds, smells, and temperature appropriate to the creature(s) depicted and will rationalize any illogical outcomes from interacting with the illusion. For example, if the creature is attacked and hit by an illusion the creature will think the illusion missed them. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Similarly, you can cause the illusion to make different sounds at different times, making it mock the creature as it fights, for example. A creature can repeat the saving throw at the end of each of its turns. A creature that succeeds the saving throw discerns the illusion for what it is, is no longer incapacitated, and regains its movement speed. The creature can then see through the image, and the illusion's other sensory qualities become faint to the creature. Nightmare 3rd-level illusion Casting Time: 1 action

1 action Range: 80 feet

80 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Choose a point you can see within range. A puff of black mist seeps out of your hands and circles around the heads of all creatures within 20 feet of the point. At the end of each of your turns you show the creature(s) their worst fears as a hallucination, dealing 3d8 psychic damage. Each creature then must make an Intelligence saving throw. On a success, the effect ends for the creature. A creature that can't be put to sleep against their will is immune to this spell. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th. Spell Ward 1st-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 hour Choose a spell you aren't currently affected by. For the duration, you have advantage on saving throws against that spell. At Higher Levels: When you cast this spell with a 4th-level spell slot or higher, the duration increases to 8 hours. Summon Construct 2nd-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a small cog made of gold worth at least 10 GP, which is consumed when the spell is cast)

V, S, M (a small cog made of gold worth at least 10 GP, which is consumed when the spell is cast) Duration: Concentration, up to 1 hour You summon a construct of up to CR 1 in an unoccupied space you can see within range. The construct cannot take turns on its own. When you cast the spell, and as a bonus action on subsequent turns, you can telepathically command the construct to act if it is within 60 feet of you, causing the construct to immediately take a turn. The construct disappears when it drops to 0 hit points or when the spell ends. At Higher Levels: When you cast this spell with a 3rd-level spell slot or higher, the CR of the construct you can summon increases by 1 for each spell slot above 2nd. Summon Critter Conjuration cantrip Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, S, M (frog's leg)

V, S, M (frog's leg) Duration: Concentration, up to 1 minute You summon a Badger, Cat, Crab, Frog, Lizard, Octopus, Quipper, Rat, Spider, or Weasel (your choice) in an unoccupied space you can see within range. The creature has a will of its own and will run away from danger. The creature lasts for the duration, or until a spell is cast on the critter, and then it vanishes. The number of critters you can summon increases by 1 at 5th, 11th, and17th level. Swap Appearances 4th-level transmutation Casting Time: 1 minute

1 minute Range: 30 feet

30 feet Components: V, S, M (a small cookie with a piece of paper inside)

V, S, M (a small cookie with a piece of paper inside) Duration: 8 hours You cause two medium or smaller humanoids within range to switch appearances. An unwilling creature must attempt a charisma saving throw, on a success the spell ends with no effect on either creature. For the duration, each creature's physical appearances are changed to look like the other target of the spell, including the creature's height, weight, facial features, the sound of their voice, colorization, and distinguishing characteristics, if any. The statistics of each creature is unaffected. At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration of the spell is 7 days. When you cast this spell with a 6th-level spell slot or higher, the duration of the spell is until it is dispelled.

Unearthed Arcana Spells The following spells are originally created by and are owned by Wizards of the Coast in various UA releases that you can find publically available here https://dnd.wizards.com/articles/unearthed-arcana. They are listed here due to not being fully released at the time this homebrew was updated, but are included in the Dreamer spell list. Intellect Fortress 4th-level abjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V

V Duration: Concentration, up to 1 hour For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Mind Sliver Enchantment cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mind Thrust 2nd-level enchantment Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V

V Duration: 1 round You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Psionic Blast 3rd-level evocation Casting Time: 1 action

1 action Range: Self (30-foot cone)

Self (30-foot cone) Components: V

V Duration: Instantaneous You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.