Dreamers | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Grim Hollow

Dreamers

The current imperial regime has delved into ancient and sacred ground. Raiding long forgotten tombs and plundering sacred chambers in search of relics. This delving unearthed and broke the seals on various hidden chambers throughout the land. Chambers that house strange individuals. Individuals alive millennia ago during the time of the planar conquest. These individuals come from a now ancient society who possessed the ability to harness the power of dreams. These dreams foresaw calamity in the coming days and believed their civilization would be wiped out. A plan was devised for some to survive. Time passes differently in dreams, and the ancients sought to use that fact to free themselves from the flow of time. Suspended between reality and dreams, sealed deep underground, they could live in a state of perpetual slumber for as long as necessary and outlast the disaster that would wipe out the rest of their kind. The plan worked, but living for so long within the dream-world had unforeseen consequences. Upon waking, the dreamers found that they could no longer differentiate between the dreams they had experienced and memories, with both fading quickly from their minds. The result was the emergence of a new race with no knowledge of their own history, only half-formed images and dream-like impressions of a place and time that may or may not have existed. Now the dreamers struggle to adapt in a world that seems like a waking nightmare. Whatever their history, they have proven to be quick-witted and strong, able to learn new tasks and execute them well. Their long slumber has left them strangely energized and able to work with almost legendary endurance. Even so, sleep is where the dreamers still feel most at home, and they have a habit of quickly dozing off whenever no immediate task presents itself.
ability score increase: Your Intelligence score increases by 2 and your Constitution score increases by 1.
age: Dreamers mature at the age of 18 and can live up to 250 years old. The magic that kept them in stasis during their long slumber has also served to preserve their bodies from natural aging.
alignment: Existence in the timeless sleep of the dream-realm makes most dreamers feel detached from the rest of the waking world, so many tend towards neutrality.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Dreamspeak, Dwarven, and one other language of your choice.
race features:
  • Dreamwalking. While asleep, a dreamer can reach out and touch the dreams of others within 1 mile. Additionally, after finishing a long rest, and provided you slept during that time, you may choose one skill or tool proficiency. Until your next long rest, you may add a bonus equal to your proficiency bonus to any rolls you make using the selected skill or tool
  • Even in Sleep. While asleep, you do not suffer penalties to Perception rolls utilizing senses other than sight.
  • Power Nap. When taking a short rest, you may choose to sleep for 1 hour. If you do so, you may reduce your exhaustion by one level and regain one hit die in addition to the other benefits of a short rest.
  • Darkvision. Acclimated to the pitch black tunnels beneath the empire, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Created by

Tom776.

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