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Reverie

Domains Designed by Valorier • Art by Midjourney

Domain overview

Threads : Change the rules, Help with the Stellar Dream and bolster hope, Impair with the Moon fuelled Nightmare and alter the GM’s fear, Bring whimsy and a bit of unpredictability.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Dream Warden
When you take a long rest, you can make an extra long rest move.You also have access to the Dream warden long rest move.

When you take a long rest, you can make an extra long rest move.

You also have access to the Dream warden long rest move. If you make it, you and your allies' dreams can not be invaded, you can not have nightmares, everyone gains a Hope, and the GM gains one less Fear.

When you place this card into your Vault, mark a Stress.

0
1 Spell Oneiric Help
You can manifest objects from the Reverie into the waking world.

You can manifest objects from the Reverie into the waking world. Call on the Dream by spending a Hope, or on the Nightmare by giving the GM a Fear, and describe the object you pull from the Reverie (for example, a rope). The object fades into nothingness when the scene ends.

Your Tier determines what object you can pull :

  • T1 : inanimate, in one hand

  • T2 : inanimate, in two hands

  • T3 : inanimate, up to your size

  • T4 : the object can be animate

1
1 Spell Seeping Reverie
Sweet Dreams: Make a Spellcast Roll against a target within Close range.

Sweet Dreams: Make a Spellcast Roll against a target within Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Once per session, if the GM spends a fear to end the Asleep condition, you gain a Hope.

Nightmare Assault: Make a Spellcast Roll against a target within Far range. On a success, they take d8+3 using your Proficiency.

If the target is Asleep or in a Reverie bubble, add your level to the damage.

1
2 Spell Reverie armor
Make a Spellcast Roll (13).

Make a Spellcast Roll (13). On a success you can spend a Hope to target a willing creature within Close range and don them in an armor from the Reverie. They gain a temporary Armor slot.

  • On a success with Hope, the target gets a Dream armor, and marking the temporary Armor slot reduces the Severity by one additional Threshold.

  • On a success with Fear, the target gets a Nightmare armor, and marking the temporary Armor slot forces the attacker to mark a Stress.

1
2 Spell Waking Nightmare
As a Reaction to an adversary within Very Close range making a Roll, send the Nightmare to them.

As a Reaction to an adversary within Very Close range making a Roll, send the Nightmare to them. The Roll has Disadvantage. Once the Roll is resolved, apply the following effect :

  • On a success, the target marks a Stress

  • On a failure, you mark a Stress

1
3 Ability Hope in the Dream
Once per long rest, you can describe how you are able to find hope in the Dream in spite of the Nightmare.

Once per long rest, you can describe how you are able to find hope in the Dream in spite of the Nightmare. you gain a Hope and the GM gains a Fear. Roll your duality die. If you roll with Hope, you gain a Hope, and if you roll with Fear, the GM gains a Fear.

If you crit on your roll, you gain 2 Hope and the GM loses a Fear.

1
3 Spell Reverie bubble
Spend a Hope to add tokens on this card up to your Spellcast Trait.Make a Spellcast Roll to target an area within Close range.

Spend a Hope to add tokens on this card up to your Spellcast Trait.

Make a Spellcast Roll to target an area within Close range. This area is now a Reverie Bubble. You can anchor this area to a target.

You can spend a token to target a Reverie Bubble within Very Far range, creating or changing an inanimate object no larger than you within it until the end of the scene (for example you could make a hole in a wall or create a rope). This effect can not mark or clear any resource.

At the end of a session, clear all remaining tokens.

1
4 Ability Dreaming prophet
Once per long rest, you can spend a few moments discussing someone's dreams and offer them an interpretation.When you do, both you and the target gain 2 Hope.

Once per long rest, you can spend a few moments discussing someone's dreams and offer them an interpretation.

When you do, both you and the target gain 2 Hope. The target also gains a Reverie token, which they can spend when they make an Action or Reaction Roll to turn their fear die into a d20.

The token is cleared when the target sleeps again.

1
4 Ability Narcolepsy
While this card is in your loadout, you can not be put to sleep against your will, you can fall asleep instantly at will, and you are fully aware and can continue acting normally while sleeping.When you take damage while sleeping, you can spend a Hope to reduce its Severity by one Threshold.While asleep, you project a Reverie Bubble within Melee range.You can make an additional rest move during long rests.

While this card is in your loadout, you can not be put to sleep against your will, you can fall asleep instantly at will, and you are fully aware and can continue acting normally while sleeping.

When you take damage while sleeping, you can spend a Hope to reduce its Severity by one Threshold.

While asleep, you project a Reverie Bubble within Melee range.

You can make an additional rest move during long rests.

2
5 Spell Birthed in Reveries
Mark 2 Stress to summon a Dream or a Nightmare Djinn, born in the Reverie and bound to your will.

Mark 2 Stress to summon a Dream or a Nightmare Djinn, born in the Reverie and bound to your will. It is invisible unless you want it to be or it has acted recently and you can communicate with it. It uses your statistics. When you cast the spell, place a number of tokens equal to your Spellcast Trait on it. Remove a token per Hit point or Stress the Djinn should mark. The spell ends when you clear the last token, take a long rest, use this card again or die.

The Djinn emanates a Reverie Bubble within its Melee range and takes a move when you do:

  • Dream Djinns cast Sweet Dreams from the Seeping Reverie Domain card

  • Nightmare Djinns cast Nightmare Assault from the Seeping Reverie Domain card

2
5 Spell Surge of Reverie
Make a Spellcast Roll (14).

Make a Spellcast Roll (14). On a success, you can bleed the Reverie into an area within Far range. Spend any number of Hope to grant every target in the area as many d6.

  • On a success with Hope, when they take damage, they can spend any number of dice and roll them to reduce the damage taken.

  • On a success with Fear, when they deal damage, they can spend any number of dice and roll them to increase the damage dealt.

Targets in a Reverie Bubble receive d8 instead of d6.

Once per session, you can choose the version of the spell regardless of your roll.

2
6 Spell Nightmare fueled
When the GM spends a Fear to take the spotlight, you gain a Hope.Target an adversary within Very Close range and give the GM a fear to move the target to Far range and give it Disadvantage on its next Roll.

When the GM spends a Fear to take the spotlight, you gain a Hope.

Target an adversary within Very Close range and give the GM a fear to move the target to Far range and give it Disadvantage on its next Roll.

1
6 Spell Sleeping pupett
Make a Spellcast Roll against a target that is Asleep or within a Reverie Bubble.On a success, you can force it to move to Close range or attack an Adversary within its range.If the target made an attack, it then gets a Reaction Roll (12).

Make a Spellcast Roll against a target that is Asleep or within a Reverie Bubble.

On a success, you can force it to move to Close range or attack an Adversary within its range.

If the target made an attack, it then gets a Reaction Roll (12). On a success it wakes up and clears the Asleep condition.

1
7 Ability Reverie touched
While you have 4 or more cards from the Reverie domain in your hand, you gain the following benefits:Roll 1d4.

While you have 4 or more cards from the Reverie domain in your hand, you gain the following benefits:

  • Roll 1d4. The GM picks that many lvl 1 domain cards at random. You can choose one card among them and add it to your loadout (it does not count against your maximum loadout). It is discarded after one use, and you then start the process again.

  • You can enter a sleeper's dream by spending a Hope. You can then shape their dreams however you like. When you do so, at the end of the scene, you can drain or transfer a Stress.

1
7 Spell Somnus, Morphea, Dodoti
Mark any number of Stress and give the GM half as many Fear (rounded down) to target that many areas within Close range.

Mark any number of Stress and give the GM half as many Fear (rounded down) to target that many areas within Close range. Make a Spellcast Roll. Targets you succeeded against in any area are Asleep until they take damage or the GM spends a Fear on their turn to clear this condition on this target.

2
8 Ability Dual Reverie
At the start of a session, place 2 tokens on this card, one for the Dream and one for the Nightmare.When you or an ally makes a Roll, you can describe how the Dream or the Nightmare helps them in their endeavours.

At the start of a session, place 2 tokens on this card, one for the Dream and one for the Nightmare.

When you or an ally makes a Roll, you can describe how the Dream or the Nightmare helps them in their endeavours. They can then roll an additional die : a Hope die for the Dream and a Fear die for the Nightmare.

The highest die determines whether the roll was with hope or fear, and a crit happens if any two dice have the same result.

At the end of a session, clear all remaining tokens.

1
8 Ability Pretty Little Night Mare
While you are in a Reverie Bubble or Asleep, you manifest a mount.

While you are in a Reverie Bubble or Asleep, you manifest a mount. You direct it however you want. The mount doubles your land speed while traveling, can fly and you can move to Far range without making a Roll. The mount is not real and can not be destroyed.

While you are mounted, your Evasion increases by +1.

0
9 Spell Shared Reverie
Once per long rest, if you have a few minutes of peace to prepare, you can do a ritual to put every consenting ally within Close range to sleep.

Once per long rest, if you have a few minutes of peace to prepare, you can do a ritual to put every consenting ally within Close range to sleep. You then all can traverse the Reverie to enter the dreams or nightmares of any target you know.

Describe what you see in those moments. When you wake up, you and all the ritual participants are within Close range of the target whose dreams you visited.

The voyage may be an adventure in itself.

1
9 Spell Sleepdancers
Once per long rest, you can make a Spellcast Roll to target every Asleep creature within Far range you succeeded against.You can move them to their Close range and / or have each make an Attack Roll against a target.Spend 3 Hope after a rest to recover the use this spell.

Once per long rest, you can make a Spellcast Roll to target every Asleep creature within Far range you succeeded against.

You can move them to their Close range and / or have each make an Attack Roll against a target.

Spend 3 Hope after a rest to recover the use this spell.

2
10 Spell Dream army
Once per long rest, you can make a Spellcast Roll (16).

Once per long rest, you can make a Spellcast Roll (16). On a success, you can spend 3 hope to give you and all your allies within Close range 2 temporary Armor slots and an extra 2d6 damage on damage rolls until the end of the scene or until the GM spends 2 Fear to end this effect on everyone.

1
10 Spell Eerie Reverie
Once per long rest, you can mark 5 Stress to make a Spellcast Roll (17).

Once per long rest, you can mark 5 Stress to make a Spellcast Roll (17). On a success, you break the boundaries with the Reverie, making the area within far range a Reverie Bubble until the end of the scene.

On a success with Hope, you and your allies in the area clear a Hit point. On a success with fear, the adversaries in the area mark a Hit point. On a failure with fear, you mark a Hit point.

Spend a Hope and give the GM a Fear to make any one change you wish in any Reverie Bubble within Very Far range. Create an object, give advantage to your allies, change one law of physics, turn a fireball into a flowerball, anything !

4

Domain cards

1

0
Dream Warden
Ability

Dream Warden

When you take a long rest, you can make an extra long rest move.

You also have access to the Dream warden long rest move. If you make it, you and your allies' dreams can not be invaded, you can not have nightmares, everyone gains a Hope, and the GM gains one less Fear.

When you place this card into your Vault, mark a Stress.

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Card Backing

1

1
Oneiric Help
Spell

Oneiric Help

You can manifest objects from the Reverie into the waking world. Call on the Dream by spending a Hope, or on the Nightmare by giving the GM a Fear, and describe the object you pull from the Reverie (for example, a rope). The object fades into nothingness when the scene ends.

Your Tier determines what object you can pull :

  • T1 : inanimate, in one hand

  • T2 : inanimate, in two hands

  • T3 : inanimate, up to your size

  • T4 : the object can be animate

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1

1
Seeping Reverie
Spell

Seeping Reverie

Sweet Dreams: Make a Spellcast Roll against a target within Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Once per session, if the GM spends a fear to end the Asleep condition, you gain a Hope.

Nightmare Assault: Make a Spellcast Roll against a target within Far range. On a success, they take d8+3 using your Proficiency.

If the target is Asleep or in a Reverie bubble, add your level to the damage.

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2

1
Reverie armor
Spell

Reverie armor

Make a Spellcast Roll (13). On a success you can spend a Hope to target a willing creature within Close range and don them in an armor from the Reverie. They gain a temporary Armor slot.

  • On a success with Hope, the target gets a Dream armor, and marking the temporary Armor slot reduces the Severity by one additional Threshold.

  • On a success with Fear, the target gets a Nightmare armor, and marking the temporary Armor slot forces the attacker to mark a Stress.

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2

1
Waking Nightmare
Spell

Waking Nightmare

As a Reaction to an adversary within Very Close range making a Roll, send the Nightmare to them. The Roll has Disadvantage. Once the Roll is resolved, apply the following effect :

  • On a success, the target marks a Stress

  • On a failure, you mark a Stress

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3

1
Hope in the Dream
Ability

Hope in the Dream

Once per long rest, you can describe how you are able to find hope in the Dream in spite of the Nightmare. you gain a Hope and the GM gains a Fear. Roll your duality die. If you roll with Hope, you gain a Hope, and if you roll with Fear, the GM gains a Fear.

If you crit on your roll, you gain 2 Hope and the GM loses a Fear.

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3

1
Reverie bubble
Spell

Reverie bubble

Spend a Hope to add tokens on this card up to your Spellcast Trait.

Make a Spellcast Roll to target an area within Close range. This area is now a Reverie Bubble. You can anchor this area to a target.

You can spend a token to target a Reverie Bubble within Very Far range, creating or changing an inanimate object no larger than you within it until the end of the scene (for example you could make a hole in a wall or create a rope). This effect can not mark or clear any resource.

At the end of a session, clear all remaining tokens.

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4

1
Dreaming prophet
Ability

Dreaming prophet

Once per long rest, you can spend a few moments discussing someone's dreams and offer them an interpretation.

When you do, both you and the target gain 2 Hope. The target also gains a Reverie token, which they can spend when they make an Action or Reaction Roll to turn their fear die into a d20.

The token is cleared when the target sleeps again.

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4

2
Narcolepsy
Ability

Narcolepsy

While this card is in your loadout, you can not be put to sleep against your will, you can fall asleep instantly at will, and you are fully aware and can continue acting normally while sleeping.

When you take damage while sleeping, you can spend a Hope to reduce its Severity by one Threshold.

While asleep, you project a Reverie Bubble within Melee range.

You can make an additional rest move during long rests.

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5

2
Birthed in Reveries
Spell

Birthed in Reveries

Mark 2 Stress to summon a Dream or a Nightmare Djinn, born in the Reverie and bound to your will. It is invisible unless you want it to be or it has acted recently and you can communicate with it. It uses your statistics. When you cast the spell, place a number of tokens equal to your Spellcast Trait on it. Remove a token per Hit point or Stress the Djinn should mark. The spell ends when you clear the last token, take a long rest, use this card again or die.

The Djinn emanates a Reverie Bubble within its Melee range and takes a move when you do:

  • Dream Djinns cast Sweet Dreams from the Seeping Reverie Domain card

  • Nightmare Djinns cast Nightmare Assault from the Seeping Reverie Domain card

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5

2
Surge of Reverie
Spell

Surge of Reverie

Make a Spellcast Roll (14). On a success, you can bleed the Reverie into an area within Far range. Spend any number of Hope to grant every target in the area as many d6.

  • On a success with Hope, when they take damage, they can spend any number of dice and roll them to reduce the damage taken.

  • On a success with Fear, when they deal damage, they can spend any number of dice and roll them to increase the damage dealt.

Targets in a Reverie Bubble receive d8 instead of d6.

Once per session, you can choose the version of the spell regardless of your roll.

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6

1
Nightmare fueled
Spell

Nightmare fueled

When the GM spends a Fear to take the spotlight, you gain a Hope.

Target an adversary within Very Close range and give the GM a fear to move the target to Far range and give it Disadvantage on its next Roll.

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6

1
Sleeping pupett
Spell

Sleeping pupett

Make a Spellcast Roll against a target that is Asleep or within a Reverie Bubble.

On a success, you can force it to move to Close range or attack an Adversary within its range.

If the target made an attack, it then gets a Reaction Roll (12). On a success it wakes up and clears the Asleep condition.

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7

1
Reverie touched
Ability

Reverie touched

While you have 4 or more cards from the Reverie domain in your hand, you gain the following benefits:

  • Roll 1d4. The GM picks that many lvl 1 domain cards at random. You can choose one card among them and add it to your loadout (it does not count against your maximum loadout). It is discarded after one use, and you then start the process again.

  • You can enter a sleeper's dream by spending a Hope. You can then shape their dreams however you like. When you do so, at the end of the scene, you can drain or transfer a Stress.

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7

2
Somnus, Morphea, Dodoti
Spell

Somnus, Morphea, Dodoti

Mark any number of Stress and give the GM half as many Fear (rounded down) to target that many areas within Close range. Make a Spellcast Roll. Targets you succeeded against in any area are Asleep until they take damage or the GM spends a Fear on their turn to clear this condition on this target.

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8

1
Dual Reverie
Ability

Dual Reverie

At the start of a session, place 2 tokens on this card, one for the Dream and one for the Nightmare.

When you or an ally makes a Roll, you can describe how the Dream or the Nightmare helps them in their endeavours. They can then roll an additional die : a Hope die for the Dream and a Fear die for the Nightmare.

The highest die determines whether the roll was with hope or fear, and a crit happens if any two dice have the same result.

At the end of a session, clear all remaining tokens.

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8

0
Pretty Little Night Mare
Ability

Pretty Little Night Mare

While you are in a Reverie Bubble or Asleep, you manifest a mount. You direct it however you want. The mount doubles your land speed while traveling, can fly and you can move to Far range without making a Roll. The mount is not real and can not be destroyed.

While you are mounted, your Evasion increases by +1.

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9

1
Shared Reverie
Spell

Shared Reverie

Once per long rest, if you have a few minutes of peace to prepare, you can do a ritual to put every consenting ally within Close range to sleep. You then all can traverse the Reverie to enter the dreams or nightmares of any target you know.

Describe what you see in those moments. When you wake up, you and all the ritual participants are within Close range of the target whose dreams you visited.

The voyage may be an adventure in itself.

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9

2
Sleepdancers
Spell

Sleepdancers

Once per long rest, you can make a Spellcast Roll to target every Asleep creature within Far range you succeeded against.

You can move them to their Close range and / or have each make an Attack Roll against a target.

Spend 3 Hope after a rest to recover the use this spell.

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10

1
Dream army
Spell

Dream army

Once per long rest, you can make a Spellcast Roll (16). On a success, you can spend 3 hope to give you and all your allies within Close range 2 temporary Armor slots and an extra 2d6 damage on damage rolls until the end of the scene or until the GM spends 2 Fear to end this effect on everyone.

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10

4
Eerie Reverie
Spell

Eerie Reverie

Once per long rest, you can mark 5 Stress to make a Spellcast Roll (17). On a success, you break the boundaries with the Reverie, making the area within far range a Reverie Bubble until the end of the scene.

On a success with Hope, you and your allies in the area clear a Hit point. On a success with fear, the adversaries in the area mark a Hit point. On a failure with fear, you mark a Hit point.

Spend a Hope and give the GM a Fear to make any one change you wish in any Reverie Bubble within Very Far range. Create an object, give advantage to your allies, change one law of physics, turn a fireball into a flowerball, anything !

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