Warlock
Base Class: Warlock

How you came across the Dreamwalker could range from a coma, a lucid dream, or maybe you feel into one of the rare portals into the Realm of Dreams. This strange entity takes many forms and is neither malevolent or benevolent, it simply seeks entertainment and offers power for the price of watching you through your dreams. When a deal is struck the warlock in question will gain abilities that pray on the dreamscapes of others and will manifest nightmares into reality.

Dreamweaver

You learn the sleep spell if you don't know it already. It's always prepared for you, and it doesn't count against your number of prepared spells, the dice roll for sleep increases to a d12. you can cast without expending a spell slot up to your Charisma modifier. When you cast the sleep spell you can ignore any ability that prevents the target from being put to sleep with magic (ex:you can put elves to sleep). Additionally, you are immune to effects that would force you to dream or sleep without permission.

Into The Dream

At 1st level, you gain the ability to weave your spells from beyond your dreamscape. At the start of your turn, you can choose to fall asleep, but you are not considered unconscious. Upon falling asleep, you gain temporary hit points equal to your Charisma modifier + double your Warlock level (minimum 2) . While asleep this way, you regain hit points equal to 1d6 + your Charisma modifier at the start of each of your turns. While asleep you are unable to move by non-magic means, enless moved by an outside force such as, a friend moving your character, or being pushed by a attack. When pushed forcefully you must make a CON DC10 save to stay asleep

When you are asleep due to this ability or other magical means, you may cast spells without requiring their verbal or somatic components. You can also communicate telepathically to any creature within 60 feet of you, but they must share a language with you. While using this ability, you can no longer see normally, but instead gain blindsight out to 30 feet.

When a creature damages these temporary hit points in any way, it must make a Charisma saving throw against your spell save DC or take 1d6 + your Cha mod psychic damage. You can choose to wake up as a reaction when you or your temporary hit points are damaged, or at the start of each of your turns. The temporary hit points vanish when you wake up.

The dice will increase by 1 at 6th[2d6], 10th[3d6], 14th[4d6] level, and at 18th level [5d6]

Expanded Spell List

At 1st level you get additional spells added to your warlock spell list.

Thin the Line

As your connection to the Dream Realm grows stronger, you gain the ability to morph the Material Plane to the will of your Dreamscape. Attacks seems to morph and diverge away from the Dreamwalker as they sleep, the line between the Realm of Dreams and the Material Plane thins and your Dreamscape morphs reality to protect you. While asleep if you are subjected to a DEX or STR check/save you can replace it with your CHA save/check, you can also impose disadvantage on all attacks against you as a reaction up to your Cha mod.

Nightmare Manifest

At 6th level your connection to the Realm of Dreams grows even further you gain the ability to manifest dreams and nightmares into reality. If you fail to put a target to sleep you can pull upon a target's nightmares and unleash a Shadow controlled by you against them as a reaction or you can spend a bonus action to summon one. The Shadow benefits from your hitpoints, their AC becomes 12+your Cha mod, It's attacks also get your Cha mod added to them. You gain access not only to the nightmares of the Realm of Dreams but you can also pull from the vast inventory of others imaginations from the Realm of Dreams, you gain access to the Creation spell it does not count against your known spells.

Sleep Paralysis

Beginning at 10th level, you gain the ability to mentally attack a sleeping targets dreams, doing psychic damage to them in the Material Plane. As a bonus action you can send up to three aspects of yourself to assault their Dreamscape by turning it into your own, the target must make a WIS save DC 10+Cha+ double your prof bonus, On a successful save the target takes 10d10 psychic damage halved, on a failed save the target takes 10d10 psychic damage and the target falls under the unconscious and will continue to make this save at the end of their turn to escape the nightmare

Somber Lullaby

At 14th level you gain the ability to force others into their dreamscapes as you sing a ethereal lullaby, radiating magic from the Realm of Dreams. As an action you sing an entrancing song, all creatures that can hear you with in 120 ft must make a Cha save or fall asleep. On a successful save that do not fall asleep, on a failed save the target is subjected to the effects of the Nightmare Manifest feature.

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