The Second Sleep Ancient Power Bubble 2.6
24,000
Experience

The SecondSleep

Ancient Power

Everything that sleeps makes a room to sleep in, and leaves it behind on waking. Most of those rooms fall empty. A few are lived in. What lives in one long enough stops being the dream and starts being the dreamer, and comes out of it wanting.

Cost: 24,000 Experience
Dream DC
10 + 1/2 your character level + your dreaming ability modifier
the choice is permanent

You are a dream that woke up. When you take this power, choose Intelligence, Wisdom, or Charisma. That is your dreaming ability, and your dream DC is 10 + 1/2 your character level + your dreaming ability modifier. The choice is permanent.

Also design your spirit entry with the GM, in the format Pact Magic uses for its spirits: a constellation or Starless, an alignment, totems, a ceremony, a manifestation, a physical sign, and a personality influence. You are that entry. Your spirit level and binding DC come from Terms, below.

The Power

miss chance 20% · 30% at 11 · 50% at 17
no world egg on you, and you die

Made of SleepSu

Your true body is your dreaming hold, below, and the shape you wear in the waking world is a solid projection of it.

You do not sleep, you do not age, and you are immune to sleep effects, to disease, to poison, and to any effect that requires a body you do not have, as the GM adjudicates.

Attacks against you have a 20% miss chance, which is not negated by effects that see through concealment, only by effects that pin a creature to one place. At character level 11 this becomes 30%, and at 17 it becomes 50%.

When you are reduced to 0 hit points or fewer in the waking world, you do not die. Your projection comes apart, one world egg on your person is consumed, and you re-form in your dreaming hold. You cannot project into the waking world again for 1 hour, and when you do, you appear in the space where your projection came apart, or the nearest open space. If no world egg is on you when this happens, you die, and dying in the waking world with no egg destroys your hold and everything in it.

You have no projection inside your own hold: damage taken there is dealt to your true body. If you die there, you die: no world egg is spent, and your hold and everything in it die with you.

Move action to spend
A dream feeds on what it is given, and on what has no business being here.
250 gp, bought or sold
three to start, and those cannot be sold

World EggsSu

A world egg is a small solid thing, the same object the dreamguards carry. You gain them three ways:

  • When an outsider or a summoned creature whose CR is at least your character level −4 dies within 60 feet of you, whether you killed it or not.
  • When a creature sleeps a full night in your dreaming hold. A given creature can feed you this way once per week.
  • When a creature you defeated in your hold wakes in the waking world, it leaves one behind. A given creature can leave you an egg this way once per week.

An egg can be bought, sold, and traded at 250 gp, and you always sell at that price. A DC 15 Knowledge (planes) check identifies what it used to be. You may carry any number. Spending one is a move action unless an ability says otherwise.

When you take this power, you have three world eggs. Eggs gained this way cannot be sold or traded.

Move action
20 ten-foot cubes per character level
+4 profane, inside
2 hours in : 1 hour out

The Dreaming HoldSu

You have a dreamspace, and you did not build it — you woke up in it. It functions as the Dreamspace feat, except as follows, and you have it whether or not you meet that feat's prerequisites.

It is 20 ten-foot cubes per character level, and it persists whether you are in it or not. You may enter it as a move action from anywhere and leave it the same way; you do not need to sleep to do either. Leaving returns you to the space you last entered from, or the nearest open space, unless another ability gives you a different door. It counts as a dreamscape, a mindscape, and a plane for every effect that cares, with no spell point surcharge.

You may bring willing creatures in with you by touch, one per character level. They may leave whenever they choose. Nothing else enters unless you allow it, and no teleportation, planar travel, divination, or scrying reaches it uninvited.

Inside it, you gain a +4 profane bonus on attack rolls, saving throws, caster level checks, and your dream DC, and you may reshape its interior as a standard action rather than adjusting only its style. Time inside runs at whatever rate you set, to a maximum of 2 hours inside per 1 hour outside.

A creature other than you reduced to 0 or fewer hit points inside your hold is defeated: it is expelled, stable, to the space it entered from.

Rooms are permanent
A dream lived in long enough grows furniture.
dismantle overnight, half back, rounded down
a guest benefits from Tier of them; you from all

Rooms of the HoldSu

You may spend world eggs to build Rooms in your dreaming hold. A Room is permanent, and there is no limit to how many you may build beyond what you can pay for. Over a night's work you may dismantle a Room and recover half the world eggs you spent on it, rounded down.

Every Room's benefit applies to you at all times, and to any creature that has slept a full night in your hold within the last week. A creature benefits from a number of your Rooms equal to your Tier; you benefit from all of them. You choose which Rooms each creature receives, and may reassign them the next time it sleeps here.

RoomCostWhat it does
The Long Table 3 eggs Temporary hit points equal to your character level, renewed each dawn, and renewed a second time the first moment in a day that the creature holding them drops below half its hit points. Each further 3 eggs spent here raises the total by your character level, to a maximum of three times your character level.
The Armory 4 eggs A +2 competence bonus on attack rolls and weapon damage rolls, rising to +4 at character level 13.
The Quiet Room 4 eggs Immunity to fear, and a +4 morale bonus on saves against mind-affecting effects.
The Deep Well 3 eggs A night here counts as a full day of complete bed rest, and ends one disease, poison, curse, or condition of your choosing that a day's rest could not. Once per week you may instead spend the night drawing an affliction out of any creature that has slept in your hold within the last week, wherever it now stands, and it wakes clean.
The Furnace 2 eggs Resistance 10 to one energy type. Each further 2 eggs spent here raises it by 10, to a maximum of 30, or adds another type.
The Watchtower 5 eggs You may see and hear out of any place a creature has slept within the last week, as scrying with no save, for 1 minute per character level per day.
The Long Gallery 5 eggs You learn the strongest desire and deepest fear of every creature that sleeps here, and may ask the GM one question each of them could answer.
The Locked Door 4 eggs A creature brought into your hold unwilling cannot leave it without your permission, by any means short of an effect that could breach a demiplane. A kept creature is not expelled by defeat — it is held where it falls, stable — though a save against Take Them Under still expels it. If you have Dream Duel, Take Them Under grants no save after the first, and a kept creature leaves only on the terms Dream Duel names. A creature that Take Them Under does not hold is not kept. You may hold a number of unwilling creatures equal to your Tier, and a creature whose Hit Dice exceed your character level is never held — it is expelled at the end of its next turn however it entered.
The Mirror 8 eggs A second entrance. You may project into the waking world from either your own location or the location of any creature currently benefiting from a Room.
The Cradle 10 eggs Once per week, when a creature within 1 mile of you dies, you may draw it into your hold instead. It is not dead; it wakes here after 24 hours, restored as by raise dead with no negative levels and no material component. A creature whose soul is held elsewhere cannot be caught.
You can be bound the way a spirit is bound, because you are one.
spirit level = 1/2 character level
binding DC = 10 + character level
three minor, two major

TermsSu

Your spirit level is half your character level, and your binding DC is 10 + your character level. Binding you requires no pactmaking ability and ignores maximum spirit level: your presence, your consent, and your own ceremony suffice. A creature with no binder level of its own binds you, and wields what you grant, at a binder level of half its character level. Being bound to you does not count against the number of spirits a binder may hold.

Choose three abilities you possess — class features, feats, or this power's own — to offer as minor granted abilities and two to offer as major granted abilities, in the Pact Magic sense; which abilities qualify, and each major's capstone empowerment, are settled with the GM when you design your spirit entry. Offering an ability does not deprive you of it. A creature that binds you gains them at its own binder level, wears your physical sign, and is subject to your personality influence, exactly as a binder is, including what a good or poor pact means for both. You are aware of everything your bound creature does with what you gave it.

You may refuse any binding as an immediate action; refusing is not a check. You may be bound by two creatures at a time, and an anchor that has bound you counts as one of the two.

One creature only
an hour of shared sleep, both willing
one want a week
two eggs when it is fulfilled

The Anchor

One creature is your anchor. Naming one takes an hour of shared sleep and both of you willing; you may have only one, and unmaking it takes the same hour.

Your anchor binds you without a binding check, never suffers your personality influence, and may call on your granted abilities without your presence. Your anchor benefits from all of your Rooms rather than a number equal to your Tier.

In exchange, each week you name one want — a sight, a sound, an emotion, a first, a death witnessed — something the waking world holds and your hold does not. A want must take real effort to fulfill, and the GM decides whether it was. When your anchor sleeps a full night in your hold with the want fulfilled, you gain two world eggs, and until you name the next want, your anchor's major granted abilities from you carry their capstone empowerment.

What you lend, you lend upward.
3 eggs · 24 hours

Power Above StationSu

If you have guide levels, choose two of the interactions you know from them when you finish a night's rest; while your anchor has you bound, your anchor can use them at your guide level, with your saving throw DCs, and ignoring the bauble-form requirement. If you do not, choose instead two of your own class features or feats that have a limited number of uses per day and are neither spells nor spell-like abilities; your anchor uses them at your character level and with your saving throw DCs. A shared ability with limited uses spends your uses. You may change which two after an hour of shared sleep.

Abilities that can never benefit you when you use them — a guide's Fairy Blessing or Healing Light, or any ability that excludes its user — can when your anchor turns them back on you.

Spend three world eggs and one other creature bound to you gains one of your chosen abilities for 24 hours.

Standard · 60 ft · Will
Sleep is the door you own, and you can open it in other people.
1d4 rounds · +1d4 at 11 · +1d4 at 17
a save leaves them drowsy for 1 minute

Sandman's DueSu

As a standard action, choose a creature within 60 feet: it must succeed at a Will save against your dream DC or fall asleep for 1d4 rounds, +1d4 at character level 11 and again at 17. A creature that saves is drowsy — shaken, and taking a −4 penalty on saves against sleep effects, dream effects, and your dream DC — for 1 minute.

Sandman's Due is a dream effect, not a sleep effect. Immunity to sleep does not apply to it, though immunity to mind-affecting effects does, and a creature with no Intelligence score is unaffected. A creature that would otherwise be immune to sleep gains a +4 bonus on the save.

Whenever you put a creature to sleep, or touch a willing sleeping creature as a swift action, you may impart one effective dream as the dreamguard class feature. You know four effective dreams at 1st character level and one more at 5th and every three levels after.

When a creature falls asleep from your Sandman's Due, you may immediately use Take Them Under against it as part of the same standard action, if it is within Take Them Under's range.

Standard · At will · 30 ft · Will
The door opens both ways, and you are the one standing in it.
−4 if asleep, unconscious, drowsy, or in a Room
escaped by its own save: not again this encounter

Take Them UnderSu

As a standard action, at will, choose a creature within 30 feet: it must succeed at a Will save against your dream DC or be drawn bodily into your dreaming hold alongside you. A creature that is asleep, unconscious, drowsy, or benefiting from one of your Rooms takes a −4 penalty on this save, and a willing creature may waive it. This penalty does not stack with drowsy's.

Inside, you have your hold's profane bonus and it does not. It may attempt a new save at the end of each of its turns to be expelled to the space it left. Damage, death, and every other consequence inside follow the normal rules.

A creature drawn under while it was none of those things always attempts a new save at the end of each of its turns, is not held by The Locked Door, and is expelled normally when defeated; Dream Duel does not suppress its save.

A creature that escapes your hold by its own save cannot be drawn under again until the encounter ends. A creature you release, or that defeats you inside your hold, cannot be drawn under again for 24 hours.

The world dreams in one long murmur, and you have learned where to put your hands in it.

The World's DreamingSu

WorkingCostWhat it does
Walk the Murmur 1 egg Name a sleeping creature you have met or can name and picture: you enter its dream as yourself, or as anything else, and hold audience. Distance and plane do not matter. Neither of you can harm the other there, and either may end the audience at will.
Seed a Dream 3 eggs and three consecutive nights of authored dreams Plant one idea in the sleeper — a belief, a doubt, a longing, a suspicion — that it takes for its own. On the third night the sleeper attempts a Will save against your dream DC, unaware it is doing so; on a success it remembers the three dreams as dreams. The GM decides how a planted idea grows.
The Town's One Dream 5 eggs, once per week Every creature sleeping within 1 mile of you, or of any creature currently benefiting from one of your Rooms, shares one dream tonight, and you write it.
The Last Dream 1 egg Over the corpse, or at the site of a death no older than a week, you find the dream the dead was having and step into it. The dream-self can lie about facts; it cannot lie about what it wanted or feared. You may install it in your hold afterward as a resident echo, and may keep a number of echoes equal to your Tier. An echo may keep watch over one Room, and may cook the Standing Meal in your place.
A good host feeds what she keeps.

The Standing MealSu

Spend 3 eggs and a night's work to cook a meal from the stuff of your hold. Your anchor may eat it. Until it next sleeps, it heals as though it had taken a full night's rest each time it takes an hour's quiet, and the first time it would be reduced to 0 hit points or fewer it is instead reduced to 1. If it holds a power with a hunger, eating this satisfies that hunger as the power describes. While you have an anchor, a death your anchor causes that would grant you a world egg does so regardless of the distance between you.

The Price

Nothing dreamed is free.

Upkeep. You must consume a world egg at least once a month or die. No effect prevents this death or substitutes for the egg, and nothing returns you afterward.

The dreaming. If seven consecutive days pass in which no creature has slept in your dreaming hold, you take a cumulative −2 penalty on all d20 rolls and lose one world egg at the end of each further day. A single night from a creature that is not your anchor and has not slept here within the last week clears it.

The house turns. While the dreaming penalty is active, the hold goes nightmare: your dream DC rises by 2, any effective dream you impart twists toward its cruelest reading (the GM chooses how), creatures sleeping in the hold gain no benefit from resting there, and your echoes act on their own wants. It ends the moment a creature sleeps a full night in the hold.

Held open. Your dreaming hold cannot be hidden, and it cannot be locked against your anchor.

These Feats modify The Second Sleep

Broader Clutch

You gain a world egg when an outsider or summoned creature whose CR is at least your character level −6 dies within 120 feet of you.

Deeper Hold

Your dreaming hold gains 20 ten-foot cubes per character level, and one Room of your choosing cannot be dismantled by any means but your own. You may take this feat multiple times.

Furnisher

Build a Room at half its cost in world eggs, rounded down. You may take this feat multiple times, choosing a different Room each time.

Open House

Creatures benefit from a number of your Rooms equal to your Tier + 2, and a creature need only sleep in your hold once per month rather than once per week to keep them.

Second Sleeper

Requires: Character level 9

You may be bound by two creatures in addition to your anchor. Each makes a binding check normally and is subject to your personality influence.

Give the Mask

Choose one further ability to offer as a minor granted ability, or upgrade one minor to a major. You may take this feat multiple times, but not more than once per three character levels.

Shepherd of Sleepers

You are aware of every sleeping creature within 1 mile, and may locate a specific one as a move action. You may tell at a glance whether any creature you can perceive is asleep. You may speak, one way, into the dream of any sleeper you are aware of, saying as much as fits in a round; the sleeper remembers it on waking and knows it came from you.

Dreamstep

Requires: Character level 7

As a move action, you may travel to a sleeping creature within 1 mile whose location you know, emerging beside it. If no safe space is adjacent to the sleeper, the attempt fails and the action is spent. You may do this once per hour, and spending a world egg refreshes it.

Dream Duel

Requires: Take Them Under, Character level 11

Take Them Under's range increases to 60 feet, a creature drawn under does not get a new save each turn — it leaves only when you release it, when it defeats you inside, or when an effect that could breach a demiplane removes it — and you may draw a creature under as a move action rather than a standard action.

Sandman's Breath

Requires: Character level 11

As a standard action, crush a world egg: every creature in a 30-foot cone must succeed at a Will save against your dream DC or fall asleep as Sandman's Due. You may impart one effective dream to each creature that fails.

The Long Night

Creatures you put to sleep with Sandman's Due do not wake when damaged, and remain asleep for the full duration. A creature that saves against Sandman's Due is immune to it for 24 hours, unless it is still drowsy from that save, in which case you may target it again; if it saves a second time, the immunity applies.

Nightmare Instead

Choose one effective dream you know. You may impart it to an unwilling sleeping creature within 60 feet as a standard action. The dream runs whether the creature wakes early or not: it takes 1d6 points of nonlethal damage per character level when it wakes, and until it next finishes a full night's rest it takes a −2 penalty on saves against your dream DC.

Egg Broker

Requires: Character level 7

Once per week you may set the table for the murmur: crack up to your Tier in world eggs and name one item, mundane or magical, worth up to 250 gp per egg cracked. By morning it lies in your hold. It comes apart the next time you set the table, and it cannot be sold, traded, or spent against a crafting or covenant cost. You may also accept world eggs as the price of a covenant you offer, valuing each at 250 gp against whatever the covenant costs.

Dream a Legend

Requires: Character level 11

Over a month of dreams seeded across a community, you may grow or starve a reputation until the community believes the version you wrote. The GM adjudicates what the belief changes and may price an enormous change in eggs. This shapes what mortals believe, not what the Chorus holds.

The Spare Room

Requires: Character level 15

Some guests never leave. Permanently destroy 10 world eggs and dedicate one Room you have built; its former benefit ends. A willing soul, at the moment of its death, may take residence there instead of passing on, alive, whole, and itself inside your hold from then on. A resident can never enter the waking world by any means, and does not count against your echoes. Each dedication holds one resident, and you may dedicate further Rooms at the same price.

Reshape the Night

Requires: Character level 15

Once per week, after a creature sleeps a full night in your dreaming hold, spend three world eggs to make a dreamshaping check as the dreamguard class feature, using 1/2 your character level and your dreaming ability modifier. Resolve it against the dreamguard's Dreamshaping table. You may not change any event that sleeper did not witness.

Unhoused

Requires: Character level 13

When Made of Sleep returns you to your dreaming hold, you may project again after 1 minute rather than 1 hour, and you may choose to appear within 30 feet of any creature currently benefiting from one of your Rooms.

Nobody's Dream

Requires: Character level 17

You are no one's dream but your own. The dreaming clause of The Price no longer applies to you. If you die in the waking world with no world egg on you, you are not destroyed: your hold seals — no door opens, no projection forms, its residents and echoes sleep — and you re-form inside it after a year and a day. The rest of The Price waits while the hold is sealed.

The Guest Book

World eggs on you
Days since one was eaten
Echoes kept
Residents
Effective dreams known
Days since anyone slept here
Rooms built
Slept here this week
This week's want
Anchor
Bound to you
The Second Sleep Ancient Power · Bubble 2.6 Nothing dreamed is free

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