- DREAMPUNKS ARE HALF-DREAM, HALF-REALITY PEOPLES DIFFERENT FROM THEIR COUNTERPARTS. Though they bleed, eat, and die like everyone else, dreampunks are different at a spiritual level. Half-dream and half-reality means they weren’t evolved or created like other races throughout the cosmos. Likewise, the rules that govern many dreampunk races—like Yuan-Ti being evil—do not apply to this surreal Eden. That being said, dreampunks do have one core difference compared to other races: they do not dream when they sleep, and no one knows what happens to their souls when they die. Necromancy doesn’t work to bring dreampunks back to life either, nor do spells like speak with dead ever reach them.
- THE EDEN UNDER EVENTIDE IS ECLIPSED BY A PORTAL TO DIFFERENT PLANES. Yet another of this world’s mysteries is its constant eclipse. No magic nor device has ever disturbed its path, and it never fails to at least partially eclipse the Eden’s sun. This eclipse is also the source of most of the world’s life. The immortals of antiquity fell through, and now the Realities enter the plane through this same entrance. While attempts have been made to block this hole, never have they succeeded, and it is a fear for many dreampunks that eventually something will invade that will spell their end.
- FEY COURTS PLAGUE THE DREAMPUNKS WITH CRUEL TRICKS OUT OF A NEED FOR SUPERIORITY AND LOVE. Before the dreampunks were born, the Glass Court haunted the half-asleep immortals. Though they’ve long since lost their precious toys, they continue their games with the dreampunks, kidnapping them, trapping them, and torturing them until their prey either loves them or is killed for entertainment. A second fey court, the Court of Wine, does much the same to the dreampunks, but also wages a fairy tale war with the Glass Court. The debaucheries of these Outsiders is the source for many of the dreampunks’ collective woes.
- THE WEAVE IS WARPED BY THE HALF-DREAMS OF DEAD IMMORTALS, MAKING MAGIC STRANGE. So great was the combined magical force of the dying immortals that their pent-up dreams disturbed this plane’s Weave. Mutations in magic are frequent. Non-traditional forms of spellcasting, magic manifests most often such as psionics are disturbingly common—and extraplanar influences, particularly from the entreated Mechanus, leaking Far Realm, and the courts of both fey and genie alike, all of whom are attracted to this plane’s wyrd magic, has led to unique understanding of how the Weave works. Should this power ever be mastered by the dreampunks, the potential they have to affect both their world and the wider multiverse is nearly beyond compare.
- LITTERING THE EDEN UNDER EVENTIDE ARE SOMNOLENT SUPERNATURAL DANGERS LEFT OVER FROM A NIGHTMARE WAR. The warped Weave has littered the Eden Under Eventide with countless supernatural regions and unearthly roads. Many dreampunks throw themselves into these places hoping to learn more about their shared experience, while others stick to the arcane pathways which bind all outposts to the central City. Much of dreampunk society is based on trying to control, live with, or gain mastery over these supernatural regions—an impossible task for a likewise impossible people. Also known to the dreampunks is the reason for the violent themes shared by many of these supernatural regions. The shadar-kai call it a Nightmare War, which played out early in the evolution of the Eden Under Eventide. What this Nightmare War exactly was it never fully detailed, though rumor speaks that this is the reason shadar-kai teach the Half-Light Trinity as they do.
- THEOLOGY KEEPS THE DREAMPUNKS BOUND TOGETHER JUST AS WELL AS IT KEEPS THEM IN CONFLICT. It is well known that the Raven Queen, under her many occult names, is what led to the genesis of the Eden Under Eventide. It is also known that she is not present in the world, having left behind only Her feathers—the shadar-kai themselves. These shadar-kai have made the central City of the world a theocracy, binding together the many dreampunks with faith in the Half-Light Trinity. Though this religion promotes a feeling of shared community and experience, the looseness of it creates wildly varied interpretations. Driven by their own beliefs in the Monarch, the Soothed, and the Sublime Light, dreampunks sometimes find themselves on evil paths or (literally) becoming monsters themselves. If this bothers the shadar-kai, they show it not; and a few rumors tell that these diametric and warped understandings of the Half-Light Trinity are subtly encouraged.
- BLUE-SKY COAL IS WHAT KEEPS THE DREAMPUNKS SAFE IN THEIR TWILIT CITIES. When mortality washed throughout the glooming forests of the Eden Under Eventide, the elements themselves became a churning, chaotic swirl. Water broke apart stone, wind blew down forests, avalanches crushed all manner’s of budding flower. And, for the first time, ancient trees were burned, and across half-dreamed eons all that was left behind was deep-reaching veins of phantasmal, blue-sky coal. Burning this coal has led to a mystical and industrial revolution. The central city has grown gargantuan, the power of coal-fueled light beating back the darkness and giving the dreampunks agency over the night-sworn reaches of their world. As technology continues to grow side-by-side with magic’s warping, the dreampunks stand poised on the cliff’s edge, preparing to hurdle themselves into the void that is a future built from their dreams and not those of their ancestors.
- TRAGEDY IS COMMON, BUT ALWAYS LEADS TO PEACE. The most common stories in the Eden Under Eventide are tragedies in all their many forms. A somber mood is one held by most dreampunks, even if it is sometimes buried under a hoard of wanderlust or hope. The shadar-kai teach this as good, for it means that the dreampunks lives have meaning—for themselves, their descendents, and for the Raven Queen too. Mayhaps, they say, if the dreampunks can find a way through all the tragedy, they too will become divine and join the Sublime Light. Though this teaching is considered by the dreampunks to be foolish, it has created a special mindset: one that seeks to turn all woes into future weal.
Eight Edenic Truths of Eventide
EDEN UNDER EVENTIDE - Building a Fantasy World Relying on the Magic of Tasha's Cauldron to Everything
This world began from an idea: what if a setting was designed around the magic of the new Tasha's Cauldron to Everything subclasses. So, what would a setting look like filled with psionic powers, rune knights, reality-is-an-illusion principles, and other weirdness? The result is this Eden Under Eventide.
EDEN UNDER EVENTIDE is a high fantasy world of surreal, mystical magic wherein a diverse society of half-dreamed races must navigate a world of alien danger, chaotic fey, and shadow-birthed nightmares.
There are ten available races in Eden Under Eventide. These races are split into two groups of five: the DREAMPUNKS and the REALITIES.
DREAMPUNKS (the half-dreamed peoples, born from the divine deaths of insomniac immortals)
- Loxodons
- Tortles
- Yuan-Ti
- Ghostwise Halflings
- Mountain Dwarves
REALITIES (Outsiders from other worlds)
- Shadar-Kai
- Githyanki
- Githzerai
- Eladrin (DMG variant)
- Humans (including Tiefling and Aasimar).
Realities are often seen by Dreampunks as dangerous individuals who add another chaotic variable to their lives. However, due to shared elements in the Dreampunks cultures, attempts at peace are often made; but the Knighthood of the Owl’s Eye keeps a strict watch over all Realities, abjuring them from Eventide if needed without a second thought.
The default races allowed to be played are the five Dreampunks and Shadar-Kai. Gith of both forms normally arrive in arms (as they are hunting down some Far Realm thing), thus making them unlikely to remain in Eventide for long. Eladrin hail from the fey courts and are seldom accepted without great suspicion. Humans are reserved for Outsider characters—rarities to the extreme, usually only one or two in the world at a time.
EDEN UNDER EVENTIDE is a sprawling forest of supermassive trees, at times stabbed with mountains or gouged out with fathomless lakes that brood underneath a permanently twilit sky in which sits a total solar eclipse. At times the thing eclipsing the sun will move, allowing more light; however, the eclipse itself never ends. Littering the world are isolated strangities built from the Dreampunks magic (or that of the fey or something else); lone clocktowers rising gargantuan into the sky where sorcerers create miracles; the dens and burrows of immortal beasts who accepted not the Raven Queen’s gift of mortality; vast and labyrinthine mazes of glass where the fey trap Dreampunks in hells of endless trickery.
The Dreampunks of Eventide, despite their different natures, have a rather unified culture. This culture has its variations, splits into subcultures and so on, and is scattered across the plane and connected by Unearthly Roads that shorten the impossible distances. Some groups of Dreampunks choose to remain isolated, with wandering monkish loxodon moving seismically through the dim forest valleys, or circles of wildfire-worshipping dwarves hidden in the hearts of immense coal engines, whose light lines brass-forged streets of furtive, half-dreamed cities.
Binding this all together is the Half-Light Trinity - the default religion that is interpreted again and again in ever more different ways throughout the Eden Under Eventide. Below is the genesis myth of this strange faith.
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| By Zuzzana Wuzyk |
THE GENESIS OF THE EDEN UNDER EVENTIDE
As told by the shadar-kai, and their Gloom Weaving Mobeds
“From out the darkness she waltzed, our Gloaming Queen, dance partners too, death and memory. We followed Her into this twilit world, flew down as ravens from the abyss of its eclipse born on beams of dusk and dawn. You were not here yet. Nothing but a dream in the heads of immortal things that neither slept nor could wake. To each of those immortals our Queen did visit. She washed their matted hair, cleaned their bedsores, infected as they were by the curses that only lives lived too long could throng. With us, she shoo’d away the fairies, their Court of Glass, who dance in plague of all us still.
“Then, she answered the immortals’ prayers.
“Each one was given the gift of true sleep. Mortality was pressed upon their souls with raven feathers. As they died, their heads split open, and out flowed their endless half-dreams, hallucinations, weirdling sleep paralyses. They flooded this immortal world in a great chaotic press, horizon to horizon, fading and dying and breaking apart, warping the world into this.
“Our Queen watched. Then she left. She departed with no commands for us, no task but to experience what was destined to be our suffering. We who were left are we who watch. Though queenless, we have shaped this eventide garden with what wisdoms she left behind—the Half-Light Trinity.
“First there is the Monarch, the predominant aspect of the Goddess and Creator. It has no memory of the past, only the thing needed to reach the future. Through the Monarch inside all of us, we impose order upon Eventide, soothe the chaos, create a stable ground for life to thrive. Know this as our Mother.
“Then there is the Soothed, the heart of our God-Queen, and all hearts of Eventide too. Death and sleep, a concord among the dreamed. The Soothed is our peace, our destiny to maybe wake again—to sit under shaded boughs of primeval trees in succulent, sublime silence. Know this as our Sister.
“And lastly, there is the Sublime Light, the artha of all us in this Eden Under Eventide who must wander under the gated eclipse, the hollowed sun, protected in our immortal mortality, knowing that sleep will come from which we will never wake. Know this as our Soul.
“Through the Half-Light Trinity, embodying it, worshipping it, becoming it, dreams transformed into something else. You became peoples, scattered but now gathered, few and than many.
“Legacy to the Queen, in Her name only, swilah.”
Rules for playing D&D 5E in an Avatar Universe
So, I'm a huge Avatar fan. Reading the books now (about
Kiyoshi), watched the show, love the comics, etc. Been thinking about how to do
D&D Avatar. Came to a different conclusion than what most would expect
(which would be a sub-class or new classes etc).
RULES FOR AVATAR-THEMED D&D GAMES
LEVEL CAP
The max level you may reach is 10th-level.
Note: This is basically because 6th-level+ spells don't
really work in Avatar. Most games end around 10th-level anyway.
ELEMENTAL BENDING
You are a human who comes from one of four cultural backgrounds: the Fire Nation, Air Nomads, Water Tribes, or the Earth Kingdom. Your choice impacts the following:
- Supernatural
abilities that you have (Barbarian rage, Ranger's Primeval Awareness,
Spellcasting) have their fluff dictated by your culture. A Water Tribe
Warlock's eldritch blast could be an icicle; an Earth Kingdom Paladin's
Smite is an overwhelming amount of Earth striking the target.
- Corresponding
with the list of cultures above, you know one of the following cantrips:
Control Flames, Gust, Shape Water, Mold Earth.
- You
can change the damage type of non-weapon damage to the element
corresponding to your culture: Fire, Thunder, Cold, or Force.
Note: This may seem difficult with more esoteric spells,
but its possible! If you're from the Earth Kingdom and you learn hypnotic
pattern, take inspiration from the Dai Li and their hypnosis!
ADVANCED BENDING FEATS
At 8th level, you can choose one of the following feats so long as you meet the prerequisites.
LIGHTNING GENERATION
Prerequisite: Born to the Fire Nation
You gain the following benefits:
- You
can cast lightning bolt a number of times per long rest equal to
your proficiency bonus. Charisma is your spellcasting ability modifier for
this spell. This spell only requires somatic components.
- You
can change the damage type of non-weapon damage you roll to lightning.
- You are resistant to lightning damage.
SPIRIT BENDING
Prerequisite: Born to the Air Nomads
You gain the following benefits:
- You
can cast counterspell a number of times per long rest equal to your
proficiency bonus. This spell only requires somatic components.
- When you roll a critical hit with a melee weapon attack, your target creature must make a Constitution saving throw with a DC = 8 + your Wisdom modifier + your Proficiency bonus. On a failure, the target creature cannot cast spells or use magical abilities for 1 minute. At the end of each turn, the creature can make another Constitution saving throw, ending this effect immediately on a success.
BLOOD BENDING
Prerequisite: Born to the Water Kingdom
You gain the following benefits:
- You
can cast the spell dominate person once per long rest. Wisdom is
your spellcasting ability modifier for this spell. This spell only
requires somatic components.
- You can cast the spell crown of madness a number of times per long rest equal to your proficiency score bonus. Wisdom is your spellcasting ability modifier for this spell. This spell only requires somatic components.
METAL BENDING
Prerequisite: Born to the Earth Kingdom
You gain the following benefits:
- When
in physical contact with a non-magical object made out of metal, you can
freely change the object's shape so long as the object does not increase
in size.
- Weapon
attacks using metal weapons deal an additional amount of damage equal to
your Wisdom ability modifier.
- When
wearing metal armor, your AC increases by your Wisdom ability modifier.
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BENDING GIFTS
When you create your character, choose one of the Bending Gifts below. These represent something special about your character that makes them unique in the world. In order to choose a gift, you must meet its prerequisite.
AVATAR
You are the avatar, and thus have the capability of learning
all four elements. You gain the following benefits:
- You
can change the damage of non-magical weapon attacks to: Fire, Thunder,
Cold, or Force.
- You
can learn any culture's Advanced Bending Feat.
- When you fall to 0 hit points, you enter into the Avatar State - a powerful state of being where you channel the cosmic energy of the entire universe. For a number of turns equal to your Proficiency bonus you are not unconscious, do not make death saving throws, and add your Wisdom ability modifier to all damage rolls you make.
BLIND BENDER
Prerequisite: Born to Earth Kingdom
You permanently suffer the blind condition. However, you have blindsense up to 60 feet, increasing to 120 feet at level 5.
BLUE FLAMES
Prerequisite: Born to Fire Nation
You produce rich, blue flames when you firebend. When rolling fire damage, you can reroll any 1s or 2s, but you must keep the rerolled number.
CLOUD MANIPULATION
Prerequisite: Born to Air Nomads
You have learned to manipulate clouds. You can cast the spell fog cloud a number of times per day equal to your proficiency bonus. Additionally, you can stand on clouds, vapor, and air as if it were solid ground.
COMBUSTION BENDING
Prerequisite: Born to the Fire Nation
Through years of training, you have learned to combust objects with a ray of heat produced from your forehead. As an action, you can make a spell attack with Wisdom as your spellcasting modifier. This attack has a range of 60 feet and deals 1d12 + your Wisdom ability modifier fire damage. This damage increases by 1d12 at 5th and 9th levels.
MINERAL IMMORTALITY
Prerequisite: Born to Earth Kingdom
Through years of training, you have learned to bend the minerals in your own body, decreasing your rate of aging. You age x10 slower than a normal human being. Additionally, your hit points increase by an additional +1 when you gain more hitpoints, and you have advantage on saving throws against paralysis, petrification, and stuns.
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| My favorite character btw |
PLANT BENDING
Prerequisite: Born to Water Tribe
You can manipulate the water in plants for the purposes of
your waterbending. As a bonus action, you can gather nearby plant life towards
you for one of three uses:
- Arm
Vines - Your reach for melee attacks and grapples increases from 5 to
30 feet.
- Swamp
Giant - You gather plants around you, creating a giant for you to
pilot. Your size increases to large, gain proficiency in unarmed strikes,
and your unarmed strikes do 2d10 + your Wisdom modifier in damage.
SUBTLE WIND
Prerequisite: Born to Air Nomads
You have a high level of sensitivity with to changes in air currents. Your passive Perception increases by +5 and you do not suffer disadvantage when fighting or tracking invisible or hidden creatures.
WATER HEALING LEGEND
Prerequisites: Born to Water Tribe
Your ability to heal with water far surpasses anyone elses.
When you cast a spell or use an affect that would restore someone else's hit
points, add double your Wisdom modifier to the total number of hit points
rolled.





