Dreamfolk

THE FIGURE SEEMED NORMAL AS HE entered my shop, but the facade quickly faded. The cloaked prescence said not a word as he seemed to float throughout my store, perusing my wares, stopping occasionaly to take a closer look. He gathered a few items, some of my most valuable tomes and ink. As he approached the counter, I felt my heart drop in despair, as he held aloft the products in a single grey hand. He said not a word, as I was powerless to stop him, and he knew it. He turned away with his items, and as he floated out the door, I swear I saw a smoky tendril escape his cloak. I had had a nightmare the night before, and it was then I knew the reason.

--Erhard Whitsoar, Owner of the Laughing Quill

Dream Creation

The Dreamfolk are often born when the dreams of a sorcerer manifest into the real world. They are most common in imaginative children whose dreams are vivid, creating a great amount of energy. One who creates a dreamfolk by accident may never know what they have done, as the created individual is not always born nearby. They can be born of many types of dream, namely predictive dreams, awakening dreams, and nightmares.

Copied Memory

A dreamfolk shares all the memories of its unwitting creator. However, they are often spun and twisted in a way that makes the dreamfolk feel as though the memories are dreams themselves. It is hard to recall exact details, such as names, in these memories.

Swirling Image

Dreamfolk have skin that range from pearl whites to dark greys. They have builds like that of whatever dreamt them. However, they do not have featured faces, and instead have a swirling mass of light, smoke, and threads. Awakening and Prophetic generally have a mix of lighter colors, such as pinks, blues, purples, whites, and oranges. Nightmares are almost always a mix of dark greys and blacks. Dreamfolk voices sound airy and distant, and their vowels are often drawn out.

Dreamfolk Names

Most dreamfolk feel that names are unnecessary, but choose to adopt simple ones to deal with more average humanoids. They are usually ungendered.

Dreamfolk Names: Aig, Asta, Bim, Kyr, Leri, Ques, Telv, Tida, Sira, Zeft

Dreamfolk Traits

Dreamfolk

Ability Score Increase. Your wisdom score increases by 1.

Age. Dreamfolk do not mature and come into the world fully formed. As they age, the strands of their being slowly become unbound and begin to dissipate. They typically live 80 years.

Alignment. Alignment is largely based on subrace.

Daydreamer You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Mental Construct When you take a long rest, you must spend at least six hours in a meditative state to center yourself. You can see and hear as normal.

Mind Born. You know how people’s minds operate, giving you proficiency in insight.

Reverie Rest. When you reach 5th level, you can cast the Catnap spell once with this trait and regain the ability to do so when you finish a long rest.

Size. You have the height and weight of whatever dreamt you. Your size is medium.

Speed. You have a walking speed of 30 feet.

Languages. You can read, speak, and write common and primordial.

Subraces. As a Dreamfolk, choose one of three subraces that describe how you were dreamt into existence.

Awakening Dream

Awakening Dreamfolk are born from dreams in which their creator feels as though they are awaking, but are still asleep. This causes the resulting creature to enjoy trickery, and be somewhat jumpy.

Ability Score Increase. Your intelligence score increases by 2.

Alignment. Awakenings can be any alignment, tending towards chaos.

Confounding Torment. When you reach 3rd level, you can cast the Dissonant Whispers spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Mirror Image spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Dream Cajolery. You can influence the dream of one sleeping humanoid within 30 feet of you that you can see, giving you advantage on persuasion checks against them for the next day. After you use this trait, you can’t use it again until you finish a long rest.