Warlock
Base Class: Warlock

By making a pact with the king of dreams you gain the ability to manipulate the dreams of others

Expanded spell list

Dreamer Expanded Spells
SPELL LEVEL SPELLS

1st

Sleep, Detect Evil and Good

2nd

Alter Self, phantasmal force

3rd

Bestow Curse, Catnap

4th

Phantasmal Killer, Confusion

5th

Awaken, Modify Memory

The Dreamers mantle

You as an action can pool the dreams or nightmares of those around you to create cloak of woven dreams. The design and abilities  of the cloak depends on what is used to create it

(dreams- you exude an aura of calmness. You have advantage on charisma saving throws and skill checks used to persuade or perform as well you may add a d6 to the roll)

(Nightmares- you exude an aura of hostility. You may add a d6 of psychic damage to any attack roll made as well you have advantage on charisma checks made to intimidate or deceive)

you can use this ability a number of times equal to your proficiency bonus, and you regain all uses when you complete a short or long rest

Dream Walker

You and those you consider allies within 30ft may walk the lands of the Dreamer as bonus action you may transpose yourselves into the ethereal plane for one round. While there you may roll one hit die + your charisma modifier and add the total to your and your allies temporary hit points.

Once you use this ability, you can’t use it again until you finish a short rest.

Lucid Dream

Once per long rest you may coerce the dreams of your enemies within 60ft to reveal themselves they’re hopes and fears betray them giving them disadvantage on saves against your spells for one minute.

Dreams made Manifest

You suffuse the air around you with the latent energy of those who dream. As an action you can use this energy to create and manipulate a nightmare to be used as you see fit. For 1 minute the nightmare can take the shape of either a fearsome creature (stats below) or any simple or martial weapon this weapon deals an additional 1d6 of psychic damage on top of it’s base damage.

(this weapon becomes/replaces a pact of the blade pact weapon and shares all bonuses given by said feature).

These are shaped by the fears of your enemies and can be used once per long rest

 

Medium

Armor class: 15

Hit points: 52

Speed: 30ft, Fly 60ft

Str 15(+2)    Dex 11(+0)

Con 16(+3)  Int 10(+0)

Wis 11(+0)   Cha 6(-2)

Damage immunities: Psychic

Condition immunities: Fear, Paralyzed, Poisoned

Senses: Dark vision 60ft, passive perception 10

 

Actions 

Induce fear: as an action once per summon the Nightmare may bring forward the fears of your enemies causing them to be frightened on a failed saving throw (DC 16) for 1 minute they may repeat the save at the end of each following turn 

Multiattack: the nightmare makes two attacks with one with bite and one with claws

Bite. Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: (1d6+2) psychic damage.

Claw. Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: (1d6+2) slashing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/26/2022 2:32:24 PM
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1.0
Coming Soon

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