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
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1st |
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2nd |
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3rd |
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4th |
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5th |
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 |
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10/26/2022 2:32:24 PM
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6
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0
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1.0
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Coming Soon
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