Nightmare (5e Spell)

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Revision as of 13:08, 26 December 2016 by Oportet (talk | contribs) (Grammah catch, changed references to the target's nightmares to the target's visions for consistency/avoid confusion with spell name)
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Nightmare
5th-level Illusion
Casting time: 10 minutes
Range: Unlimited
Components: V,S
Duration: Instantaneous


You send a hideous and unsettling phantasmal vision to a specific creature of your choice that is on the same plane of existence as you. The target must make a Wisdom saving throw, modified by how well you know the target, to resist the vision. On a failed save they suffer through the vision; on a successful save they do not dream that night and otherwise rest as normal.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Connection Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10

The vision prevents restful sleep. It causes 1d10 psychic damage, increases the target's exhaustion by one level, and makes them unable to regain arcane spells for the next 24 hours. Each consecutive night of visions increases the target's exhaustion by one additional level; two nights of consecutive visions increases exhaustion to level 2, three nights of visions increases exhaustion to level 3, and so on.

A dispel evil and good spell cast on the target while you are casting the spell dispels the visions and causes you to be stunned for (10 * caster's level or caster's Challenge Rating) minutes. For instance, if the dispel evil and good spell is cast by a 4th level caster, you are stunned for 40 minutes. If the caster has both a level and challenge rating, use whichever's lower.

If the target is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the target goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance (you always fail any saving throw, for example).

Creatures who don't sleep or dream, such as elves, are immune to this spell.



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