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School of Nightmares • School of the Dreaming

About these subclasses

The School of Nightmares is for Conjurers who want to weaponize fear, creating dangerous manifestations that hinder, restrain, and punish enemies as their terror grows. The School of the Dreaming is for Conjurers who want to empower allies and bend reality through hope, creating wondrous manifestations that inspire, enchant, and eventually become physically real. Both schools turn Thoughtforms into increasingly powerful expressions of imagination, but one embraces the horrors of the mind while the other makes dreams possible.
When you gain the Frightened condition, you must remain at Far range from the source of your fear. If you’re not, you must first move to Far range when gaining the Spotlight before taking any other actions. If you are unable to do so you have to mark a Stress.

Designed for class

Conjurer
Homebrew class
Conjurer
School of Nightmares

School of Nightmares

Spellcast Trait: Presence

Give fear physical form, turning nightmares into tangible obstacles and manifestations that prey upon those who succumb to fear.

Foundation

Nightmares: When you use Manifestation, you can make the effect a Nightmare. A Nightmare manifestation is a frightening image, sound, object, creature, or environmental feature. A Nightmare lasts until your next Spotlight. When you create a Nightmare, or when a creature enters Very Close range of one, you can mark a Stress to cause that creature to make a Reaction Roll (13). On a failure, they become temporarily Frightened.

Horror Realm: When you create a Nightmare, you can mark a Stress to make the area within Very Close range of it hazardous until the end of the scene. When a creature enters the area, you can force it to make a Reaction Roll (13). On a failure, it marks 1 Stress and its movement ends.

Specialization

Feed the Dread: When a creature within Close range of you or your Nightmare becomes Frightened, gain 1 Thoughtform.

Manifest Fear: When a creature within Very Close range of your Nightmare marks Stress, you can mark a Stress to make the Nightmare physically interfere with it. The creature becomes Restrained until it succeeds on a Reaction Roll (15).

Mastery

Looming Terror: Your Nightmares remain until the end of the scene. When you take a Spotlight, you can move each of your Nightmares up to Close range.

Nightmare Made Flesh: When you create a Nightmare, you can mark a Stress to give it a physical form capable of dealing damage. The Nightmare can deal d8 magic damage equal to your Proficiency to a creature within Very Close range of it when you make a Spellcast Roll.

School of the Dreaming

School of the Dreaming

Spellcast Trait: Knowledge

Give impossible dreams temporary reality, bending perception and the rules of the world to make the impossible possible.

Foundation

Dreams: When you use Manifestation, you can make the effect a Dream. A Dream manifestation creates an impossible object, space, creature, or phenomenon. When you create a Dream, or when an ally enters Very Close range of one, that creature gains Advantage on its next Roll. You can have up to three Dreams at a time. When you create a fourth, the oldest Dream disappears.

Dreamwalker: When you create a Dream, you can spend 1 Hope to make yourself or a willing creature within Very Close range of it Spectral until the end of the next Spotlight.

Specialization

Lucid Dreaming: When you create a Dream, you can spend 1 Hope to cause each creature you choose within Very Close range of it to become temporarily Enraptured. A creature's condition ends when it directly interacts with the Dream.

Shared Dream: When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to make its Hope Die a d20 for that Roll.

Mastery

Dreamscape: Your Dreams become connected locations within a shared dreamscape. When you take a Spotlight, you can move each of your Dreams up to Close range. Additionally, when a willing creature is within Very Close range of one of your Dreams, you can spend 1 Hope to teleport it to Very Close range of another Dream you created.

Impossible Dream: Your Dreams can now physically interact with the world. They can manipulate objects, block movement, carry creatures, and otherwise affect the physical world as appropriate to their form. When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to allow it to reroll its Duality Dice and use the new result.

Printable cards

Foundation / Specialization / Mastery
Dread domain icon Codex domain icon
School of Nightmares
Conjurer

School of Nightmares

Foundation

SPELLCAST TRAIT: Presence

Nightmares: When you use Manifestation, you can make the effect a Nightmare. A Nightmare manifestation is a frightening image, sound, object, creature, or environmental feature. A Nightmare lasts until your next Spotlight. When you create a Nightmare, or when a creature enters Very Close range of one, you can mark a Stress to cause that creature to make a Reaction Roll (13). On a failure, they become temporarily Frightened.

Horror Realm: When you create a Nightmare, you can mark a Stress to make the area within Very Close range of it hazardous until the end of the scene. When a creature enters the area, you can force it to make a Reaction Roll (13). On a failure, it marks 1 Stress and its movement ends.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Codex domain icon
School of Nightmares
Conjurer

School of Nightmares

Specialization

Feed the Dread: When a creature within Close range of you or your Nightmare becomes Frightened, gain 1 Thoughtform.

Manifest Fear: When a creature within Very Close range of your Nightmare marks Stress, you can mark a Stress to make the Nightmare physically interfere with it. The creature becomes Restrained until it succeeds on a Reaction Roll (15).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Codex domain icon
School of Nightmares
Conjurer

School of Nightmares

Mastery

Looming Terror: Your Nightmares remain until the end of the scene. When you take a Spotlight, you can move each of your Nightmares up to Close range.

Nightmare Made Flesh: When you create a Nightmare, you can mark a Stress to give it a physical form capable of dealing damage. The Nightmare can deal d8 magic damage equal to your Proficiency to a creature within Very Close range of it when you make a Spellcast Roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Codex domain icon
School of the Dreaming
Conjurer

School of the Dreaming

Foundation

SPELLCAST TRAIT: Knowledge

Dreams: When you use Manifestation, you can make the effect a Dream. A Dream manifestation creates an impossible object, space, creature, or phenomenon. When you create a Dream, or when an ally enters Very Close range of one, that creature gains Advantage on its next Roll. You can have up to three Dreams at a time. When you create a fourth, the oldest Dream disappears.

Dreamwalker: When you create a Dream, you can spend 1 Hope to make yourself or a willing creature within Very Close range of it Spectral until the end of the next Spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Codex domain icon
School of the Dreaming
Conjurer

School of the Dreaming

Specialization

Lucid Dreaming: When you create a Dream, you can spend 1 Hope to cause each creature you choose within Very Close range of it to become temporarily Enraptured. A creature's condition ends when it directly interacts with the Dream.

Shared Dream: When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to make its Hope Die a d20 for that Roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Dread domain icon Codex domain icon
School of the Dreaming
Conjurer

School of the Dreaming

Mastery

Dreamscape: Your Dreams become connected locations within a shared dreamscape. When you take a Spotlight, you can move each of your Dreams up to Close range. Additionally, when a willing creature is within Very Close range of one of your Dreams, you can spend 1 Hope to teleport it to Very Close range of another Dream you created.

Impossible Dream: Your Dreams can now physically interact with the world. They can manipulate objects, block movement, carry creatures, and otherwise affect the physical world as appropriate to their form. When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to allow it to reroll its Duality Dice and use the new result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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