How to incorporate the Dream Plane into Kalashtar PC playstyle (such as maybe multiclassing) [closed]

I play a Kalashtar War Domain Cleric and am interested in expanding on the Kalashtar’s connection to the Quori more.

Not looking for any particular solution, more of an interesting way to incorporate the DreamScape and Kalashtar lore with the Quori into the play and story of the campaign more.

Open to any wild ideas

Does a Ring of Mind Shielding affect the dream spell? [duplicate]

The party warlock recently acquired a ring of mind shielding in Tales from the Yawning Portal

The party patron is a spellcaster who is in a city distant from them. She is about to contact them via the spell Dream for an update on their progress in resolving the mission she has set them upon, and does not know about the ring. She wants a much longer conversation than sending would allow, but has not used dream before to contact them and they do not know that she is planning to do so.

Dream is a 5th level illusion spell, and will allow her to contact the party as follows:

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell.

Note that the contact is automatic and there is no saving throw, so long as she does not use the spell to attack the target with a nightmare.

The ring says that

Creatures can telepathically communicate with you only if you allow it.

Will the ring protect against the automatic contact from the spell?

If the warlock can use the ring to decide whether or not to ‘receive the call’ while he sleeps, will he know who the sender is, or who the sender is purporting to be, before he makes this decision?

For me, the answer hinges on how I should understand "telepathically" in this description, as the natural English meaning of ‘communicating feeling at a distance’ which could include the Dream spell, or as a specific term that applies only to abilities specifically using the word telepathy, such as various feats, spells, and creature languages. Thus, an answer able to clarify this would be particularly helpful to me. However, any answer that resolves the question is welcome.

Related: Is the Telepathy rule in the Monster Manual only applicable to monster telepathy abilities?

Can elves, half-elves, warforged, and/or kalashtar be affected by Dream of the Blue Veil?

The Fey Ancestry racial trait shared by elves (Player’s Handbook, p. 23) and half-elves (p. 39) states “magic can’t put you to sleep.” Warforged’s Constructed Resilience trait is similar: “You don’t need to sleep, and magic can’t put you to sleep” (Eberron: Rising from the Last War, p. 36). Kalashtar have a racial trait called Severed from Dreams, which reads (p. 31):

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.

The spell dream of the blue veil begins with the following paragraph (Tasha’s Cauldron of Everything, p. 106; emphasis mine):

You and up to eight willing creatures within range fall unconscious for the spell’s duration and experi­ence visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mys­terious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

A sidebar next to the spell reads (p. 106, emphasis mine):

Transit between [different worlds on the Material Plane] is rare but not im­possible and can be accomplished in various ways. […One] method is the Dream of Other Worlds; trav­elers fall into a deep slumber and dream themselves into a new realm. The spell dream of the blue veil em­ploys this method of transit.

My question is, can elves, half-elves, warforged, and/or kalashtar be affected by dream of the blue veil?

My current interpretation of RAW is that the answer is “no” for all four creatures. The sidebar outright states that dream of the blue veil induces “slumber” (thus excluding elves, half-elves, and warforged from being affected) and causes its targets to dream (excluding kalashtar). However, there are a few reasons I might be wrong.

Nowhere in the spell’s actual text do the words “sleep,” “slumber,” or “dream” appear. It refers only to creatures becoming “unconscious” and experiencing “visions.” Contrast this with sleep, which “sends creatures into a magical slumber” and refers to its affected targets as “sleepers” (PHB, p. 276). Contrast also with dream, which “shapes a creature’s dreams,” doesn’t affect a target until it’s “asleep,” and explicitly states that “Creatures that don’t sleep, such as elves, can’t be contacted by this spell” (p. 236).

Commenters in this Reddit thread largely agree that the lack of sleep- and dream-related language in the spell’s text means RAW is that kalashtar can be affected. One commenter points out the similarity to the spell catnap, which can affect elves.

Maybe the Tasha’s Cauldron sidebar, like the title of the spell, is simply some extra lore that doesn’t affect gameplay. However, I see no reason to exclude sidebars from RAW. Many important rules, such as the ones for hiding (PHB, p. 177) and some rules governing wizards’ spellbooks (p. 114), appear only in sidebars.

Another Reddit commenter points to “Spell Spotlight: Dream of the Blue Veil,” a D&D Beyond article which contains the following sentence:

A kalashtar wizard who uses the dream [created by dream of the blue veil] to flee the agents of the Dreaming Dark by escaping to Krynn may buy themself enough time to gather new allies, new resources, and return to Eberron with a bold new plan to defeat their enemies.

This obviously implies that kalashtar can be affected by the spell. I imagine that this could be an oversight, and I don’t especially see why this article should be considered RAW. But again, I could be wrong.

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?