Base Class: Warlock
After suffering a traumatic event, you were haunted by nightmares. As an educated man, you spend years researching dreams and nightmares. This brought you across the Lord of Dreams, Morpheus, The Sandman. He saw the potential in you, but also as a matter of curiosity, he imbued a ruby with some of his power over The Dreaming and gifted it to you. As such you can manipulate the dreams and minds of creatures around you.
This subclass will primarily be based around disruption and misdirection, buffing allies and debuffing enemies.
Your spellcasting focus will be a small bag of sand that never runs out, from this you will be able to summon a weapon made of sand (With Pact of the Blade) and cast your magic.
The Sandman:
Morpheus is a somewhat reclusive God, spending most of his time in his realm: The Dreaming. Here he observes humanity, sees what his realm conjures up for their sleeping minds. For many, it is a pleasant escape from Reality at night, while for others it can be a horrific nightmare.
While Morpheus typically doesn't involve himself in the affairs of those inhabiting the realm of Reality, he likes to use his power to punish those that he deems worthy with these nightmares, often crafting intricate abominations to haunt the dreams of particularly abhorrent beings.
Sometimes, Morpheus likes to walk among the mortals and observe in person, appearing differently to everyone he meets. Although a few things stay the same; his eyes seem almost like supernovas under a shock of jet black hair, he has his signature glowing ruby around his neck, and his pouch of sand, embroidered with his insignia. His symbol is an angular eye, the iris of which is a hexagonal ruby, encased in a supernova.
Occasionally, he has been known to strike deals with mortals, mostly out of a curiosity, not necessarily for the sake of good.
Sandman Spell List
The Sandman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Pouch of Sand
Starting 1st level, you automatically know the Sleep and Dream spells, they do not count against the number of warlock spells you know.
Your pouch of sand allows you to cast the Dream spell once per long rest.
You gain an additional use at 5th, 11th and 17th levels.
Additionally, when you take the Lance of Lethargy as one of your Eldritch Invocations, it is changed such that the following is the language for it.
When you use an attack action to use your eldritch blast, you can choose to change the damage type to Sleep damage; this does not deal damage to a target's HP, but if the Sleep damage you deal to a target in a single turn totals at least their remaining HP then they fall unconscious for 12 seconds or until they are hit with an attack.
For each blast that you choose to change the damage type to Sleep, you roll an additional die of damage but the range is 30ft;
If you do not successfully put the target to sleep then they take psychic damage equal to your proficiency bonus for each Sleep blast you hit them with and their movement speed is reduced by 10ft (only reduced once) until the end of your next turn.
If you have a Dream Link with the target when you put them to sleep and you know what they have Nightmares about, they receive Psychic damage equal to double your proficiency bonus on each of their turns that they are asleep. If you know what they have Good Dreams about then the duration that they are asleep is doubled.
Finally, you are also proficient in stealth.
Dreams and Nightmares
Starting 6th level, your ability to command the dreams of others means that you can see into their mind and learn about their dreams and nightmares.
As an action you point at a creature you can see and attempt to form a link with them and gain an insight into a creature, setting or object that is prominent as a positive or negative presence in their dreams, provided that they do dream. The information you gain is determined either by the GM or what you roll on the Dreams and Nightmares table.
If this creature is conscious and not charmed by you, then it must roll a WIS save against your spell save DC. On a failed save, you establish a Dream or Nightmare link, giving you advantage on any checks you make against the target that use this information; any damage you deal with an attack that uses this information, deals an additional die of damage (Psychic damage if Nightmare link and Sleep damage if Dream link).
You can have this link with one target at a time. However, you can attempt to gain a further insight into the same target to get a more complete picture of the dream without expending any further uses. Pick a category that you haven't gained an insight into, the target makes another WIS save with a DC that is 1 lower than the previous one. If you successfully gain an insight into all 3 categories then you gain a complete image and perhaps you can see events as they transpire in the dream (e.g a character had been dreaming about a key event they had witnessed, and thus you can view this event occur).
If an enemy misses you with an attack, then you can use your reaction once per short rest to gain this insight instead of a bonus action.
On a successful save, the target will get a headache and feel light-headed for a moment, they may intuit that someone attempted to probe their mind. If they succeed on the second or third save, then you retain the information you had already learned and can still use it against the target, but you no longer gain any benefits from it as your link is lost.
Dreams and Nightmares tables:
Die Roll: Creatures: Nightmare / Dream:
1 Loved one / Family member
2 Giants / Friend
3 Feral Beast / Lover
4 Insects / Pet
5 Tormentor / Member of related organisation
6 Demon / Angel
7 Evil God / Good God
8 Sea Creature / Birds
9 A Particular Race / A Particular Race
10 The Diseased or Dead / A Victim
Die Roll: Locations: Nightmare / Dream:
1 Desert / Home
2 Graveyard / Lake
3 Cave / Related organisation's location
4 Tight Space / Forest
5 Heights / Field
6 Hell / Heaven
7 The Sea / The Sea
8 Jungle / Market
9 Battlefield / Battlefield
10 Void / Sky
Die Roll: Objects: Nightmare / Dream:
1 Sand / Wealth
2 Fire / Fire
3 Blood / Blood
4 Falling Rocks / A Wondrous Item
5 A Possessed item / A Piece of Armour
6 Coffins / A Weapon
7 Drugs / Drugs
8 Gambling / Gambling
9 Needles / Childhood Toy
10 Gas / Food
Nightmarish Dreamscape
Starting 14th level, your command over the realms of The Dreaming and reality strengthen, granting you the ability to send another creature through a hellscape of their worst nightmares.
When you hit an enemy with an attack you can choose to temporarily rip that creature's soul from their body, causing it to go limp. The soul is thrown through The Dreaming, experiencing its worst nightmares all at once before suddenly returning to its physical body at the end of its next turn. When it does return it will take 10d10 psychic damage
You can do this once per long rest.
Sandwalker
You do not receive any movement penalties when moving on sand or quicksand like surface, and your base movement speed becomes 45ft while on the surface.
It's Not My Bedtime
Starting 1st level, your power over The Dreaming means that you cannot be sent there against your will, and you are not easily influenced by the minds of others.
You have advantage on saving throws against being charmed and you cannot be put to sleep against your will.
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Sandstorm
Starting 10th level, whenever you roll for initiative, you can choose to create a sandstorm around you originating from your pouch. This sand whips around the area, affecting an amount of targets up to your CHA modifier within 60 feet of you, they must roll a CON saving throw against your spell save DC. On a failed save the target has disadvantage on their initiative roll and are blinded until the end of their next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Alternatively, you can use this feature as a bonus action to create an entrancing shell of sand around you and a number of targets equal to your CHA modifier within 10ft of you. This shell can be visible or invisible to those outside it and lasts for 2 minutes, or until the end of your next turn if you are in combat. While in this shell, the targets have disadvantage on any saving throws you cause them to make; if there is more than 1 person in the shell then they do not have disadvantage on initial save they make when the shell forms.
If any targets leave or enter the shell while it is active, they must make a WIS save; on a failed save, the target takes psychic damage equal to your charisma modifier and they don't leave or enter the shell, on a successful save the target takes this damage but successfully leaves or enters. If they leave, they are no longer under any effects the shell caused and if they enter, they only have disadvantage on saves that they make.
You can alter how you, or the shell are presented, but you must decide when you form it. You can choose one of the following:
- You can make people within the shell invisible if the shell is. In this case an onlooker must make a WIS save, on a success they don't see the shell but do see the people inside it.
- It can appear to the people in the shell as if they are standing in a completely different location, in this case they must make a WIS save against your spell save DC, on a failed save they are convinced that they are now in this location.
- When the shell takes shape, you appear to those within as an altered form, using the rules for disguise self with an additional 2m that you can change your height; the target is convinced that you are real on a failed WIS save.
- You can form an illusory object or being out of sand, the target is convinced that this is real on a failed WIS save
The effect that any of these have on the target is determined by the GM as well as any insight that you have gained into the target.
Examples of the effects:
- The target has disadvantage on any attack rolls made against you,
- You have advantage on attack rolls made against the target,
- The target becomes paralysed with fear / drops what they are holding,
- The target forgets that they are in combat and is no longer hostile,
- They become under the effect of Fear and take the dodge action on their turn to flee from you,
- The target feints and becomes unconscious.
On a successful save the target still observes the effect you chose to have, but doesn't fall under any of these effects.
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