Reverie
Domain overview
Threads : Change the rules, Help with the Stellar Dream and bolster hope, Impair with the Moon fuelled Nightmare and spend the GM’s fear, Bring whimsy and a bit of unpredictability.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Dream Warden |
When you take a long rest, you can make an extra 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 small objects from the Reverie into the waking world.
You can manifest small objects from the Reverie into the waking world. Spend a Hope and describe the object you pull from the Dream or the Nightmare (for example, a rope). The object fades into nothingness when the scene ends. |
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 1D6 +3 using your proficiency. If the target is Asleep or in a Reverie bubble, add 1D6 + 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, giving them a temporary armor slot.
|
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 :
|
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. Roll your duality die. If you roll with Hope, you gain a hope, and if you roll with Fear, the GM gains a fear. You then gain a hope and the GM gains a Fear. If you crit on your roll, you gain 2 hope and the GM loses a fear. |
1 |
| 3 | 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.
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 |
| 4 | Ability | Dreaming prophet |
Once per long rest, you can spend a few moments discussing someone's dream and offer them an interpretation.
Once per long rest, you can spend a few moments discussing someone's dream 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 | Spell | Reverie bubble |
Spend a hope to add tokens on this card up to your Presence.
Spend a hope to add tokens on this card up to your Presence. 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 |
| 5 | Spell | Birthed in Reveries |
Mark 2 stress to summon a Dream or a Nightmare Djinn, a creature born in the Reverie and bound to your will, until you take a long rest, use this card again or it or you die.
Mark 2 stress to summon a Dream or a Nightmare Djinn, a creature born in the Reverie and bound to your will, until you take a long rest, use this card again or it or you die. You can communicate with it and it is invisible unless you want it to be or it has acted recently. The Djinn 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, ending the spell when you clear the last one. The Djinn emanates a Reverie Bubble within melee range and can move and cast one spell when you take a move :
|
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.
Targets in a Reverie Bubble receives d8 instead of d6. |
2 |
| 6 | Spell | Nightmare fueled |
When the GM spends a fear to take the spotlight, you gain a hope.
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.
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 : - Pick a lvl 1 card from any domain at random and add it to your loadout.
While you have 4 or more cards from the Reverie domain in your hand, you gain the following benefits :
|
1 |
| 7 | Spell | Somnus, Morphea, Dodoti |
Mark any number of stress to target that many areas within close range.
Mark any number of stress to target that many areas within close range. Make a spellcast roll. Targets you succeeded against 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.
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 | Dream army |
Once per long rest, you can make a spellcast roll (15).
Once per long rest, you can make a spellcast roll (15). 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 |
| 9 | Spell | Sleepdancers |
Once per long rest, you can make a spellcast roll to target every Asleep creature within far range you succeeded against.
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 | 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 |
| 10 | 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. |
1 |
Domain cards

1
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.

1
Oneiric Help
You can manifest small objects from the Reverie into the waking world. Spend a Hope and describe the object you pull from the Dream or the Nightmare (for example, a rope). The object fades into nothingness when the scene ends.

1
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 1D6 +3 using your proficiency.
If the target is Asleep or in a Reverie bubble, add 1D6 + your level to the damage.

2
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, giving them a temporary armor slot.
- On a success with hope, the target gets a Dream armor, and marking the temporary armor slot reduces the damage severity by one additional threshold.
- On a success with fear, the target gets a Nightmare armor, and marking the temporary armor slots forces the attacker to mark a stress.

2
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

3
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. Roll your duality die. If you roll with Hope, you gain a hope, and if you roll with Fear, the GM gains a fear. You then gain a hope and the GM gains a Fear.
If you crit on your roll, you gain 2 hope and the GM loses a fear.

3
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.

4
Dreaming prophet
Once per long rest, you can spend a few moments discussing someone's dream 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.

4
Reverie bubble
Spend a hope to add tokens on this card up to your Presence.
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.

5
Birthed in Reveries
Mark 2 stress to summon a Dream or a Nightmare Djinn, a creature born in the Reverie and bound to your will, until you take a long rest, use this card again or it or you die. You can communicate with it and it is invisible unless you want it to be or it has acted recently. The Djinn 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, ending the spell when you clear the last one.
The Djinn emanates a Reverie Bubble within melee range and can move and cast one spell when you take a move :
- Dream Djinns cast Sweet Dreams from the Seeping Reverie Domain card
- Nightmare Djinns cast Nightmare Assault from the Seeping Reverie Domain card

5
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, the targets can spend any number of d6 and roll them to reduce the damage taken.
- On a success with fear, when they deal damage, the targets can spend any number of d6 and roll them to increase the damage dealt.
Targets in a Reverie Bubble receives d8 instead of d6.

6
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.

6
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.

7
Reverie touched
While you have 4 or more cards from the Reverie domain in your hand, you gain the following benefits :
- Pick a lvl 1 card from any domain at random and add it to your loadout. It does not count against your maximum card number. It is discarded after one use, and you then pick another lvl 1 card at random.
- 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.

7
Somnus, Morphea, Dodoti
Mark any number of stress to target that many areas within close range. Make a spellcast roll. Targets you succeeded against are Asleep until they take damage or the GM spends a Fear on their turn to clear this condition on this target.

8
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.

8
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.

9
Dream army
Once per long rest, you can make a spellcast roll (15). 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.

9
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.

10
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 !

10
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.
Shared Reverie
Threads : Change the rules, Help with the Stellar Dream and bolster hope, Impair with the Moon fuelled Nightmare and spend the GM’s fear, Bring whimsy and a bit of unpredictability.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Shared Reverie Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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