Dreams, Nightmares, and Fantasies (5e Spell)
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Enchantment cantrip | |
Casting time: | 1 reaction |
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Range: | Self, Touch |
Components: | V,S(Night) |
Duration: | Special |
Harnessing the essence of enchantment, you put yourself or any other creature to sleep. The creature must make a constitution save with a DC equal to half your level(the creature may choose to fail). On a success, nothing happens. On a failure, the creature falls asleep. If it is already asleep, then it automatically fails the save.
When the creature falls asleep, it must make a wisdom save contested against your spell save DC. On success, it experiences sweet and wonderful dreams and wakes up feeling extremely refreshed and energized. On a failure, it rolls a d100. The number rolled decides which of the following effects takes effect:
- 1-30: The failure is instead treated as a success.
- 31-40: The creature experiences horrifying nightmares, suffering 3d10 non-lethal psychic damage every hour.
- 41-50: The creature experiences dreams of terrible hardships, sorrows and tragedy, receiving two levels of exhaustion on walking up.
- 51-60: The creature experiences dreams of happiness, wealth and good luck, receiving automatic success on the next three saving throws it makes upon waking up.
- 61-70: The creature is transported to a random plane of existence upon waking up.
- 71-80: The creature experiences prophetic dreams that allow it to know the future of the next three hours of events after waking up.
- 81-90: The creature experiences visions of aberrant world, resulting in an indefinite madness upon waking up.
- 91-95: The creature switches souls with a random creature, with the chance of shifting souls with someone the creature knows being high.
- 96-99: The creature experiences the life history of another random creature. The another creature in question may or may not already be dead.
- 100: The creature experiences phantasms that manifest in reality while the creature dreams of them. These phantasms continue to exist even after the creature wakes up.
The spell ends when the affected creature wakes up.
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