Dreaming Water, Variant (5e Hazard)

Dreaming Water

<Any area of water can magically become dreaming water, though dreaming water is most common near areas touched by powerful fey magic. It remains still no matter what touches it, and it cannot be fouled by nonmagical means. A creature that comes into direct contact with dreaming water must succeed on a DC 15 Wisdom saving throw against its soporific magic or fall asleep and remain unconscious for 10 minutes. An affected creature awakens if it takes any damage or if another creature uses an action to shake it awake. Any nonmagical water that comes into contact with dreaming water becomes dreaming water after 1 minute, and dreaming water that is removed from its source and kept at least 30 feet away from it for the same duration becomes nonmagical water. Dreaming water has no effect on constructs, fey, and undead. Any Dreaming Water Contained using magical means or items retains its magical effects.>


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gollark: Probably.
gollark: I mean, with a male, is the decision for it to be purple/green biome-based?
gollark: I know that part.
gollark: Is nebula blue/purple or green/redness determined by biome? None of my CB desert nebulae are turning out red/green.
gollark: According to my poll on the forums, chronos are the most popular xenowyrm by a wide margin, nobody likes the darker red coppers (but the green ones are slightly more popular than the rainbow ones) and all zyumorphs are pretty generally liked.
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