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Yumenushi

Yumenushi

The Yumenushi are Onmyoji who master the art of dream weaving, blurring the boundaries between the waking world and the realm of dreams. With the power of imagination and potent magic, they conjure objects, reshape reality, and summon dream-born manifestations to serve their will. Yumenushi embody both the beauty and terror of dreams, altering their surroundings and bringing forth their visions into the material world. Whether inspiring awe or striking fear, their power comes from the boundless realm of dreams.  

Dream Manifestation

At 3rd level, you gain the ability to summon simple objects or minor creatures directly from your dreams.   As an action, you can summon a mundane object or creature that you can clearly imagine, such as a weapon, tool, small furniture, or a minor animal. The object or creature appears within 30 feet of you and lasts for 1 hour or until dismissed. If the object is a weapon or tool, you are proficient with it while you wield it. The creature is friendly and follows your verbal commands but cannot attack or perform complex tasks beyond simple movement.   You can use this feature a number of times equal to your proficiency bonus per long rest.  

Shifting Landscape

At 6th level, your connection to the dream realm allows you to alter the environment around you, reshaping it to fit your will.   As an action, you can create a 30-foot-radius area centered on a point you can see within 60 feet. The terrain in this area shifts according to your imagination, creating one of the following effects for 10 minutes:
  • Enchanted Garden: The area becomes filled with illusory flowers, trees, and soothing light. Allies within the area regain 1d6 hit points at the start of their turn and have advantage on Wisdom saving throws.
  • Nightmare Mire: The area becomes twisted and difficult to traverse. Enemies within the area must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) at the start of their turn or be frightened. The terrain counts as difficult terrain.
  •   You can use this feature once per short or long rest.  

    Dreamborn Companion

    At 11th level, you gain the ability to summon a loyal companion from the realm of dreams to aid you in battle.   As an action, you can summon a Dreamborn Companion—a creature of your design, with traits that reflect your imagination. This companion has hit points equal to twice your Onmyoji level and obeys your commands. Choose one manifestation form:
  • Guardian Form: The companion can use its reaction to impose disadvantage on an attack roll made against an ally within 5 feet.
  • Assault Form: The companion makes two melee attacks, each dealing 2d6 damage of a type you choose (e.g., psychic, radiant, or cold).
  • Mystic Form: The companion can channel a spell you cast, allowing you to double the spell’s range or target an additional creature.
  •   The Dreamborn Companion lasts for 1 hour or until it is reduced to 0 hit points. Once you use this feature, you cannot do so again until you finish a long rest.  

    Reality Unbound

    At 17th level, you gain the ability to reshape reality itself through the power of dreams, creating wondrous or terrifying effects.   As an action, you can unleash a wave of dream energy, creating one of the following effects:
  • Wondrous Realm: You transform an area with a radius of up to 120 feet centered on you into a dreamscape of your design. The terrain and environment change at your will, creating protective barriers, lush gardens, or celestial landscapes. Allies within this area gain resistance to all damage and have advantage on attack rolls, saving throws, and skill checks. The effect lasts for 1 minute.
  • Nightmare Cataclysm: You conjure a storm of nightmarish visions and destructive energy in a 60-foot-radius sphere centered on a point you choose within 120 feet. Enemies within the area must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take 12d8 psychic damage and are stunned until the end of their next turn. On a success, they take half damage and are not stunned.
  •   Once you use this feature, you must finish a long rest before you can use it again.

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