Base Class: Warlock
Your patron is one with a strong connection to the dreaming world, or one that resides in dreams. These being desires are all very unique, some may desire peace, while others desire destruction. Whatever they want, they will attempt to make you act on those desires. Such creatures make pacts in their targets dreams, and many are unwilling or tricked into a pact. These patron are usually shrouded in mystery, and not much is known about what they truly are.
Expanded spell list
The following spells are added to your spell list for you: Awaken, Blindness/Deafness, Catnap, Command, Dissonant Whispers, Dream, Fear, Hallucinatory Terrain, Phantasmal Killer, and See Invisibility. They count as Warlock spells for you.
Nightmare Weaver
Starting at 1st level, you learn the Sleep spell. It counts as a Warlock spell for you, but doesn't count against the number of spells you know.
Creatures put to sleep by your Sleep spell are ravaged by horrible nightmares. On the start of a creatures turn, if they are affected by your Sleep spell, they take Psychic damage equal to your proficiency bonus. This damage does not wake the creature.
Walking Dreamer
Also at first level, your connection to the world of dreams is always present. You don't need to sleep, and magic can't put you to sleep. In addition, you can gain the full benefits of a long rest by doing light activity for 8 hours.
Forced reality
Starting at 6th level, you gain the ability to impose incredibly realistic dreams on an attacker. As a reaction, which you take when an attack within 30 feet hits you, you can force the attack to make a wisdom saving throw. On a failure, the attack, regardless of its effects, has no effect on you. On a successful save, the attack connects as usual.
Once you use this ability, you can't do so again until you finish a long rest.
Hazy paradise
Starting at 10th level, your good dreams can affect not only your mind, but your body and soul as well.
Whenever you complete a long rest, roll a d20. On a 10 or higher, you become filled with good dreams. These dreams last until you finish a short or long rest.
While you are filled with these dreams, the next short rest you complete grants you the full benefits of a long rest.
Sleep talk
Starting at 14th level, you gain the ability to communicate to your patron via your dreams.
As an action, you enter a magical trance. This trance lasts for one minute, until you take damage, or if you end it as a bonus action. While in this trance, you can't move or take actions. While you are in this trance, you can communicate with your patron, no matter where you are. This effect cannot be stopped by an Anti-magic cone or similar effects.
Your patron can tell you a variety of things, including but not limited to:
- Your enemies stats
- The location of your current goal
- A truthful answer to the best of your patrons ability
Your patron may feel more inclined to help you if you are on good terms with it or if you sacrifice it gifts, such as gold or magical items. While in the trance, your patron cannot lie to you, but it can choose to be vague or not answer your question. Work with your DM to find the limits of this ability.
Once you end your trance, you cannot enter it again until you finish a long rest.
Previous Versions
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3/29/2022 5:21:19 PM
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0.9
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Coming Soon
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