Interactions

Interactions creatures and dream constructs can take within a dream are bounded by dream logic and any alteration made to the dreamer as part of the dream’s theme.

Confines of Dream Logic

Dream logic defines the rules a dreamer must engage, and that actors and architects must abide in order to maintain the veracity of the dream. Dream logic also prevents a creature from exceeding its real self’s limits.

When using a weapon, feature, spell, or power, a creature is restricted to what it can normally do mechanically, even if the appearance might change. For instance, if a creature’s shortsword appears as a large mackerel, it still does the same weapon damage as a normal shortsword, even if the mackerel is flaming and shoots exploding skulls. The Dreamscape creates the image of the fantastic, but its dictum is grounded in rational reality.

An exception occurs when dream logic explicitly enables a creature to surpass its limits or if the dream avatar is altered. This allows the DM a large amount of latitude and control in concocting the dream.

Breaking Dream Logic

It is possible to defy dream logic through certain actions. This can be as simple as calling into question the unreality of a dream’s theme to a dreamer or manipulating the dream fabric in a way that goes against the theme. For instance, if a dream’s theme has each creature move in reverse time, forcing a creature to move normally would create a break in the logic of the dream.

Breaking dream logic gives a dreamer a chance to become aware it’s within a dream. This can lead it to becoming a dream actor, or exiting the dream (see Dreamer). It also has a chance of undoing the weave of the dream fabric and ending the dream. Whenever an action or event defies dream logic, there is a cumulative 2% chance the dream unravels. Once a dream starts to unravel, it will collapse back into the fabric of the plane within 2d10 rounds, dumping all creatures except the dream’s dreamer into the Gray Void. The dreamer exits a collapsed dream instead.

Rewriting Dream Fabric

Creatures aware of the dangers of tearing a dream’s fabric know that it is better to alter the nature of the dream to allow actions and events outside the original dream’s theme. An architect can take the Shift Theme and Weave Dream actions to attempt to alter the nature of the dream. Doing so allows more leverage in how dream logic is applied and can be used to stabilize a dream.

When a dream starts to risk unraveling, successfully altering the dream logic to account for a transgression reduces the chance of unraveling by 2%. If a dream is already unraveling, it’s too late to fix it. Instead, an architect will attempt to transition part of the dream to overlap another dream and cross into the new dream.

Dream Actions

Within the Dreamscape, dream actors and dream architects can take several actions beyond those normally available to characters. Which actions you can take are described under Dream Actor and Dream Architect.

Alter Other. You attempt to change a facet of another creature. If the creature is unwilling, it must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. You can add or remove equipment, a movement option, or a trait, you can change its movement speed by half, increase or reduce an ability score of your choice by 4, or change a creature’s size category by one. When you alter a creature, you must concentrate to maintain this alteration. You can maintain up to 3 alterations. If you cast a spell or manifest a power which requires concentration, you can only maintain 1 alteration.

Alter Self. You attempt to change a facet of yourself by passing a DC 15 Charisma check. You can add equipment, a movement option, or a trait, you can change your movement speed by half, increase an ability score of your choice by 4, change your size category by one, or remove one condition affecting you. You must concentrate to maintain this alteration. You can maintain up to 3 alterations. If you cast a spell or manifest a power which requires concentration, you can only maintain 1 alteration. Trivial, cosmetic alterations which offer no mechanical benefit can be made at will and don’t require concentration.

Awaken Dreamer. You can make one dreamer exit the Dreamscape or allow it to become aware it is within a dream. In the latter case, the creature makes its DC 15 Wisdom check with advantage.

Exert Will. You attempt to interact with the dream in a meaningful way. You can attempt to alter the nature of a dream construct within the confines of dream logic by passing a DC 20 Charisma check. In cases where the dream construct is larger than a 5-foot cube, you can alter one 5-foot section each turn and so long as you continue to alter the object each turn, you don’t need to pass an additional Charisma check. You can also attempt to force yourself to awaken by passing a DC 10 Charisma check, unless the theme of the dream prohibits you.

Dream Logic Attack. You use dream logic to attack a target. The nature of the dream and its logic determines the range, while the attack roll, damage, and saving throw are dependent on your means such as equipment, powers, and spells. Whenever you deal damage with a dream logic attack, you can change the damage type to psychic.

Fabricate Dream Construct. You attempt to create a dream construct. You must pass a Charisma check with a DC dependent on what you are trying to fabricate. When creating an object larger than a 5-foot cube, you can repeat this action each turn to fabricate an additional 5-foot section without making a new Charisma check.

DCFabrication
15Duplicate the creation spell.
10Create a simple handheld object.
15Create an object occupying a space no larger than a 5-foot cube or a handheld intricate or complex object.
20Create an intricate or complex object occupying a space no larger than a 5-foot cube.
10 + CRFabricate a creature. A large creature takes 2 rounds to fabricate, a huge creature takes 3 rounds to fabricate, and a gargantuan creature requires 5 rounds to fabricate.
+5Create a creature charmed by you.
+10Create a creature under your control.
-1For each minute spent to perform the action to a maximum of -10.

Manifest Reality. You bring into being any item you possess or restore any feature or trait stripped from you by a dream architect or the dream’s theme without an ability check. You can also counter any alteration from the Alter Other action by repeating the Charisma saving throw.

Shift Theme. You attempt to alter the theme of the dream. You can change the type of dream to serene by passing a DC 20 Charisma check, or you can attempt to rewrite the logic of the dream, replacing one of the logic’s rules with another by passing a DC 20 Charisma check if the new logic is consistent with the dream’s theme or a DC 25 if it isn’t consistent. The DM will decide how much the dream logic can be shifted and whether it’s consistent or not.

Weave Dream. You attempt to alter the dream by changing structures or altering the appearance of the dream. You can also attempt to align adjacent dreams to allow passage between them. Alignment requires you to pass a DC 15 Charisma check. Altering the appearance or a structure within the confines of dream logic requires you to pass a DC 20 Charisma check. Attempting to alter the appearance or a structure contradictory to dream logic requires a DC 30 Charisma check. If you spend at least an uninterrupted 10 minutes performing this action, you gain a +10 bonus on your Charisma check.