What happens if a kalashtar eats a dream pastry?

According to Eberron: Rising from the Last War:

Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Meanwhile, for dream pastries (Curse of Strahd, chap. 6):

A creature that eats one in its entirety must suc­ceed on a DC 16 Constitution saving throw or fall into a trance that lasts for 1d4 + 4 hours, during which time the creature is incapacitated and has a speed of O feet. The trance ends if the affected creature takes any dam­age or if someone else uses an action to shake the crea­ture out of its stupor.

While in the trance, the creature dreams of being in some joyous place, far removed from the evils of the world. The places and characters in the dream are vivid and believable, and when the dream ends, the affected creature experiences a longing to return to the place.

So what happens if a kalashtar eats a dream pastry? Obviously they don’t dream. Do they fall into the trance? If so, what do they experience?

Alternately put, does the dream pastry’s trance require the dream, or are trance and dream mechanically separate (though related)? If they are separate, what happens to a kalashtar when they eat one?

Does a Huntsman only exist for the span of a single dream?

In Changeling the Lost: Second Edition, it is said that a Huntsman’s heart resides within a Bastion. It even specifies that

the heart can found within the tempestuous mortal Bastion

So, the Bastion is one of a mortal dreamer. It is also said that

A Bastion only exists for the span of a single dream. When the dreamer wakes, whether naturally or because a paradigm shift jarred them awake, the Bastion crumbles and disappears

What happens when the Bastion containing the Huntsman’s heart crumbles? Does it destroy the heart, which implies that a Huntsman only exist for the span of a single dream? That would seem to contradict the "Wild Hunt" paragraph

so long as their heart beats in their stolen Bastion, they reform somewhere in the Hedge within a month’s time to start again. And even when the heart itself is destroyed and the Huntsman is no more, the animating Title’s fire flits back to the Keeper whence it came

It seems clear that the designers intended for the Huntsman’s existence to last longer than a dream, but the rules don’t seem to support that.

Does the True Fae move the heart to a different Bastion every night? That would seem very… tedious to do for one of the Gentry. It doesn’t really make sense to me.

So, how can a Huntsman exist for longer than a single dream?

A PC in Curse of Strahd is cursed by Mother Night and eats a dream pastry. What happens?

A PC in Curse of Strahd has the opportunity to be cursed by Mother Night, at which point they are

On the other hand, a PC who eats a dream pastry

As luck would have it, one of the PCs in my current CoS campaign has been cursed, although he has not yet slept. He is also the only PC to have previously eaten a dream pastry. If he realizes the effects of the curse and decides to counteract it with a dream pastry, what would happen?

Is this Waking Dream spell balanced?

This homebrew spell for dnd 5e is based largely on the Scry spell and the Dream spell. Conceptually, I wanted something that functions similarly to the "force-bond" that Rey and Kylo Ren share in the Star Wars sequel trilogy.

Is this spell balanced? Are there any class lists that shouldn’t have access to this spell? Are there any notable exploits?

Note that the spell only functions while both parties are conscious, making long-distance assassinations difficult. Similarly, the wording prevents one from casting a high-level Witchbolt and continuing to apply damage after the Waking Dream ends. It would allow a dangerous spellcaster (like Strahd) to solo one party member down to unconsciousness, but that shouldn’t be deadly, especially if surrounded by friends.

Waking dream
5th level Illusion

Casting Time: 1 minute
Range: Special
Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes

You step into a creatures vicinity, visible and tangible only to them. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you, and you must both be conscious when the spell is cast. If the caster or the target becomes unconscious, the spell immediately ends. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be contacted.

\begin{array}{|c|c|}\hline \textbf{Knowledge} & \textbf{Save Modifier}\\hline \text{Secondhand (you have heard of the target)} & \text{+5}\\hline \text{Firsthand (you have met the target)} & \text{+0}\\hline \text{Familiar (you know the target well)} & \text{-5}\\hline \end{array}

\begin{array}{|c|c|}\hline \textbf{Connection} & \textbf{Save Modifier}\\hline \text{Likeness or picture} & \text{-2}\\hline \text{Possession or garment} & \text{-4}\\hline \text{Body part, lock of hair, bit of nail, or the like} & \text{-10}\\hline \end{array}

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, an illusion of you appears in view within 10 feet of the target, while an illusion of the target appears in an equivalent position relative to you. Both illusions mirror the actions and words of their image. Only you and the target can see, hear, and interact with these illusions, and both you and the target have no perception of the other person’s true surroundings.

For you and the target, it is as if the other were actually there, including for the purposes of attacking, targeting spells, and other effects, though other concentration spells cast end if the target is no longer in casting range when this spell ends. Any damage taken by the illusion is taken by its mirror creature. Objects can also be transferred from one location to another with this spell if they are on the illusion’s person when this spell ends.

Finally, should any edits be made to wording to make this spell more clear?

Examples of using Dream spell in official material

The Dream spell gained a lot of power in 5th edition, and while perhaps a bit "meh" at a first glance, on a second thought it seems incredibly powerful for a mere 5th level spell (so needs 9th level caster). As I have this spell for a character I am playing, I want to learn more about the lore surrounding the spell.

Is there any published, official(ish) material which makes use of the Dream spell of 5th edition?

Adventures, campaign/setting books, rule books or plain fiction novels, anything like that counts. If it has been given the permission to use the Dungeons&Dragons logo on the cover, it is official enough. Published as PDF only is ok, as long as it is available for download/purchase.

Note: if there is something in some adventure, please use the appropriate spoiler markup for details.

I don’t think there are many cases, so I hope this isn’t too broad a question. I’m just hoping there is at least something.

Dream Experiences and experience gain

I’m about to run my D&D 3.P (Dungeons & Dragons 3.5 / Pathfinder) group through a "dream game" while they’re on a journey between the Material Plane and the plane of Mechanus on the equivalent of a spelljammer.

The material I could "easily" find on Dream is very limited… I have only been able to find a couple pages on it in Manual of the Planes… Is there any other materials that has any information on Dream?

Some background on what’s going on: a couple of my players have multiple characters. As my groups grown, they have had to pick which one is their "main" for that game session and can, within reason, switch them out ‘in town’. Two of the players have another set of characters for when the rest of the group doesn’t make it and they want to play anyway… No big deal, other than they’re fun monstrosities that shouldn’t be allowed to exist (one being a half-marilith kasatha, and the other being a half-balor ilithid), but they’re fun anyway.

So one guys "mains" are the half-marilith kasatha, and a melee oriented Goliath. The goliath has some Unarmed Strike ability, while the half-marilith kasatha is untrained in and unarmed.

Long story short, the goliath was knocked very unconscious on the outter hull of the spelljammer…

In this game, the "flogistom" is more akin to the 40K warp in that ‘strange’ things happen, especially if you use magic for anything other than spelljamming…

So, while the two are being healed, and it’s between games, I’m going to have the goliath be stuck in the Dream realm, forcing at least some of the group to learn Dreamwalking (not a big deal in my system to learn something on the fly, within reason for my system).

Now, my primary question is thus: Do the PCs gain any experience for their experiences within Dream?

Does Tiny Hut protect from Dream?

Leomund’s Tiny Hut spell states

Spells and other magical effects can’t extend through the dome or be cast through it.

Dream states

Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you.

Can Dream reach a target sleeping in Leomund’s Tiny Hut?

The points giving me doubt are:

  • "Extend through the dome" seems to exclude the floor/ground.
  • Does "Target must be on the same plane of existence" override any protection offered by the dome, or is it just a requirement of Dream, and doesn’t override any other existing limitations?

Looking for resource material for a dream world [closed]

I have started working on a world that is set in a dream realm. I am using it to create one-off gaming sessions that I can do in a single day and pull in any characters that are currently being used. It will have an overriding storyline and ties into the world that the DM has created but is not dependent on it.

I am looking for any materials that are set in a dream world. So far my list is starting with the Sandman graphic novels. Does anyone have any other suggestions.

Does Ring of Mind Shielding or Mindblank block the Dream spell? If not, what does?

As the question states. What spells and/or effects apart from not sleeping give someone immunity from being contacted with Dream?

It would seem to me that as long as you’re on the same plane as your target and your target is asleep, there is no RAW way for your target to avoid being targeted by Dream.

Is there any Bad Dream disadvantages

So in my campaign i’m planning on having my “big bad” mess with one of my players head a bit, while they sleep. He’s a very power witch king type person (the big bad); and is going to be trying to maybe discourage the player in their quest, just to add a little fun in the campaign. To be more specific about the dream: The player will start in a dungeon; a very gross dungeon, and then start seeing some of her friends get killed. Then, the player will see the world on fire; what I mean by that is that the player will see a lot of villages and towns on fire. Then the player will see an entire field of their friends and allies all dead, along with all the dragon Gods that the player believes in. Their going to see several scary things that would discourage the player. The players wont know its a dream at the very beginning. I want this to have a negative effect on the player (like a disadvantage or something when they wake up, saying its a lot of shocking things); but I don’t really know what to do for the negative effect, I was thinking a disadvantage on all intelligence and wisdom throws is added every time the player has the dream, but then I realized that I want it to happen every night; and that’s A LOT of disadvantages added up. So i’m Kinda stuck; I want my player to notice the effect the dream is having on their character; without making the player totally defenseless.

1.Is there something that can help with this?

Also, i’m not sure whether I want the player to wake up, until they see everything that I have planned in the dream; and then I would just keep showing the same dream every night. However, I want the player to be able to sort of choose what they want to do, with some sort of disadvantage or roll they have to make (saying that its a dream; that someone else is kinda controlling). What I was originally thinking, was to have the player roll for constitution every time they make an action beyond where I want the player to go in the dream; and if the player fails then they get a disadvantage when they wake up. However, I realize i’m running into the same problem. The amount of disadvantages she might be getting; but I still want them to notice the effect as something real and not something to brush off. Maybe tone down the disadvantages; however with even just one disadvantage every time the player dreams, it still adds up.

2.Is there something that could help with this too?