Warlock
Base Class: Warlock

You have made a pact with an entity lurking within the subconscious, whose power is derived from the power of dreams. The echoes of this entity are present in everyone's inner psyche, but for whatever reason it has reached out to you directly, granting you the power over sleep and dreams. Is this being a passive observer of our sleeping mind, is it a guiding hand, creating prophetic dreams, or is it a bringer of nightmares, feasting on our fears?

Expanded Spell List

The Dreamer 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.

Dreamer Expanded Spells
Spell Level Spells

1st

AlarmSleep

2nd

Mind SpikeSilence

3rd

CatnapLeomund's Tiny Hut

4th

Hallucinatory TerrainPhantasmal Killer

5th

Modify MemoryScrying

Gentle Lullaby

Starting at 1st level, your patron bestows upon you the ability to lull those around you to sleep. As an action, you can cause each creature in a 15 ft. radius centered on you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws fall unconscious. An unconscious creature wakes up if another creature uses an action to shake them awake, if they take any damage, or at 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.

Daydreaming

Starting at 6th level, your connection to your patron has fortified your mind when you are both awake and asleep. You gain resistance to psychic damage and cannot be unwillingly put to sleep by any means.

 

Sleep With One Eye Open

Also at 6th level, you gain limited awareness of the waking world when you are asleep. While you are unconscious, your mind remains aware of the world around you as it projects your consciousness into the ethereal plane. While in the ethereal plane, your size remains the same, but you can otherwise determine your appearance. You cannot move more than 60 ft. from your physical body and can take no actions besides making perception checks. You can return your consciousness to your physical body at will, at which point you wake up. If you are unconscious as a result of falling to 0 hit points, your consciousness still projects into the ethereal plane, but you cannot return to your body until you regain at least 1 hit point.

Forceful Slumber

Starting at 10th level, you can force the target of your spells into the realm of dreams. As a bonus action, if you dealt damage to a target with a spell of 1st level or higher that turn, you can force the target to make a Wisdom saving throw against your warlock spell DC. If the target fails, they fall asleep for one minute, ignoring immunities to being magically put to sleep. Once a creature has been put to sleep this way, you cannot target them again with this effect for 24 hours.

 

Master of Dreams

Starting at 14th level, you can delve into the mind of a sleeping creature. As an action, you can touch an incapacitated creature and peer into their mind. You gain access to their immediate surface thoughts, and can do one of the following:

Probing Thoughts. You probe deeper into the target's mind, gaining insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target is unaware of this mental probing. You can also slightly alter the memories of a sleeping creature. You can choose a single memory that lasted no more than 1 minute from the last 24 hours to make target believe was just a dream. Once the target is awake, if it is presented with information that proves that the memory was real, the target becomes aware that its mind was altered.

Blissful Dreams. You bless the target with sweet dreams. The target regains a number of hit points equal to 2d12 + your Charisma modifier. Once the target wakes up, they are invigorated from the pleasant dream, gaining advantage on saving throws against being frightened for one hour.

Terrifying Nightmares. You play upon the target's fears to bring about a terrible nightmare. The target takes 4d10 psychic damage and is frightened of you for 1 minute. The target immediately wakes up. A frightened creature cannot willingly move closer toward you and has disadvantage on attack rolls and ability checks while you are within its line of sight. At the end of each of its turns, it can make a Wisdom saving throw against your warlock spell DC. On a success, it is no longer frightened.

Once you use this feature, you can’t use it again until you finish a long rest.

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