Base Class: Warlock
Your patron is a lord or lady of the dreamworld, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.
Dream Phasing
Time within the dream world passes ten times slower then in the waking world. By entering a waking dream state you can move ten times faster then normal. At 1st level you can use your reaction to enter the waking dream state, increasing your AC by 10. At 4th level you can also use your movement and a single action in dreamstate. At 7th level you can use twice your movement and perform 2 actions. At 11th level you can use 3 times your movement en perform 3 actions. at 17th level you can use your movement 4 times and perform 4 actions.
This ability can be used as many times as you CHA modifier+1.
Dream Reading
Starting at 1st level, your patron bestows upon you the ability to read the lingering images of people and creatures dreams. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Vengeful Dreams
Starting at 6th level, you can vanish into the dreamworld in response to piercing or slashing damage. When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space. The drops of blood left behind by the damage you took become charged with the power of the dreamworld and detonate in outward force. All creatures within 5 ft. of the place you took the damage must make a dexterity saving throw or take four times the damage you took in force damage and half as much on a succesful save.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Cleasing Dreams
Beginning at 10th level, your patron teaches you how to sync your contious and uncontius mind, protecting you from mind-affecting magic. You are immune to being charmed, and when you or a creature you can see is affected by another status effect you can use an action to send yourself or one creature you can see to the dreamworld for cleasing. The aflicted creature can reroll the saving throw for the condition ten times and then returns to the waking world.
Dream Cage
Starting at 14th level, you can plunge a creature into the dreamworld. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it starts to dream and is incapacitated for 1 minute, until your concentration is broken, or until the creature takes any damage.
Until this illusion ends, the creature thinks it has been teleported into a silver cage several sizes bigger than itself. The creature can see and hear only itself.
You must finish a short or long rest before you can use this feature again.
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