Interactions creatures and dream constructs can take within a dream are bounded by dream logic and 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 on fire 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 is 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 (detailed under “Dream Shifting”). The dreamer, instead, exits a collapsed dream.
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 can’t be fixed. Instead, an architect should attempt to transition part of the dream to overlap another dream and cross into the new dream.
Within the Dreamscape, dream actors and architects can take several special actions. A dream actor can only take the Alter Self, Dream Logic Attack, Exert Will, and Manifest Reality actions, while a dream architect can take any of these actions.
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. On a failed check, you can do one of the following to the target:
- Add or remove one attended object.
- Add or remove a movement speed, such as its swim speed. A new speed is equal to its walking speed.
- Add or remove one trait.
- Increase or decrease its movement speed by up to 20 feet.
- Increase or reduce one ability score of your choice by 4
- Change its size category by one step.
When you alter a creature, you must concentrate to maintain the alteration. You can maintain up to three alterations using the same concentration. If you cast a spell or manifest a power which requires concentration, you can only maintain one alteration alongside the spell or power.
Alter Self. You attempt to change a facet of yourself. Make a DC 15 Charisma check. On a successful check, you can do the following:
- Gain one object of your choice
- Gain a climb, fly, or swim speed equal to your walking speed.
- Add one racial trait.
- Increase your movement speed by 20 feet
- Increase one ability score of your choice by 4
- Change your size category by one step.
- End one condition or effect for 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 affect a dreamer and must make a DC 15 Charisma check. On a success, you can make the dreamer exit the Dreamscape or make it aware it is within a dream and become a dream actor.
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.
Exert Will. You attempt to interact with the dream in a meaningful way. Make a DC 20 Charisma check. On a success, you alter the nature of a dream construct within the confines of dream logic. You can change a constructs appearance, shape, or qualities, such as acidity or brightness. If the dream construct is larger than a 5-foot cube, you alter only one 5-foot section. You can repeat this action to affect one additional 5-foot section without needing to make a new check.
You can also attempt to force yourself to exit the dream by succeeding on a DC 15 Charisma check.
Fabricate Dream Construct. You attempt to create a dream construct. You must succeed on 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 needing to make a new check.
|10||Create a simple handheld object.|
|15||Create an object occupying a space no larger than a 5-foot cube or an intricate or complex handheld object.|
|20||Create an intricate or complex object occupying a space no larger than a 5-foot cube.|
|10 + CR||Fabricate a creature. A Large creature requires 3 rounds to fabricate, a Huge creature requires 6 rounds to fabricate, and a Gargantuan creature requires 10 rounds to fabricate.|
|+5||Create a creature charmed by you.|
|+10||Create a creature under your control.|
|−1||For each additional round you spend to fabricate the construct, to a maximum of −10.|
Manifest Reality. You can bring into being any item you possess or restore any feature or trait stripped from you by the dream without requiring an ability check. You can also strip any alteration from the Alter Other action, granting you a new Charisma saving throw.
Shift Theme. You attempt to alter the theme of the dream by making a Charisma check. The degree of alteration determines the DC needed to change that facet.
|20||Change the dream type to serene.|
|20||Replace one rule of dream logic with another consistent with the theme.|
|25||Replace one rule of dream logic with another contrary to the theme.|
The DM will decide how much the dream logic can be shifted and whether a proposed change is consistent with the theme or not.
Weave Dream. You attempt to alter the dream by altering its appearance or those of its constructs. You must succeed on a Charisma check against a DC determined by the level of alteration you attempt.
|15||Align the dream with an adjacent dream to allow passage between dreams.|
|20||Alter a 10-foot section of a dream’s features to overlap with another dream, making the dreams adjacent, or modifying the section to directly mirror a location on another plane of existence.|
|20||Alter a 20-foot section of a dream’s feature to change its terrains or structure within it, optionally severing any adjacent dream connection.|
|+5||Alter the dream against dream logic or contrary to its theme.|
|−1||For each additional round you spend to weave the dream, to a maximum of −10.|