Warlock
Base Class: Warlock

Your patron is a powerful being that feasts on the dreams of the living. They may be a powerful Fey, a Fiend, a renowned mage or an otherworldly entity imperceptible to most sentient beings. They may be good in nature, using their power to ward off nightmares and protect adventurers in the night, a malevolent creature consuming its victims' good dreams to spread misery and pain across the realms, or merely indifferent and uncaring, devouring the memories and dreams of anyone indiscriminately simply to grow more powerful. Either way, they need you to be their proxy to feed them and maintain their strength.

Expanded Spell List

The Dreamwalker 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.

Dreamwalker Expanded Spells
Spell Level Spells

1st

disguise self, sleep

2nd

moonbeam, see invisibility

3rd

blink, sending

4th

phantasmal killer, private sanctum

5th

geas, modify memory

Nightmare Fuel

Starting from level 1, your patron grants you a resource known as Nightmare Fuel. You have a number of these Nightmare Fuel points equal to your total character level, and they can convert any damage you deal to psychic damage. You may convert the damage of cantrips to psychic damage in this way at the cost of no Nightmare Fuel.

Your Nightmare Fuel develops new uses as you gain warlock levels.

Dream Imbibitor

Starting at 1st level, your patron bestows upon you the ability to consume the dreams of any sleeping or incapacitated creature with an Intelligence score of more than 2. As an action, you can cause a sleeping creature within touching range to have either wondrous dreams by consuming their nightmares, or horrific nightmares by consuming their dreams. If you consume their dreams, they will have a Disadvantage to all Constitution saves and Constitution checks until their next long rest. If you consume their nightmares, they instead have advantage on these rolls. When performing this feat, you must spend 1 hour within their dreamscape, no longer aware of your surrounding in the material plane, and 1 further hour in a trance-like state, channelling the consumed dreams to your patron. You must maintain concentration for these 2 hours, or they will wake up immediately without the benefits of a rest and the ability fails.

Once you use this feature, you can’t use it again for 24 hours.

You gain one additional use per day at 6th, 10th and 14th level.

Rejuvenating Presence

Starting at 6th level, your patron makes you immune to exhaustion, and you gain the ability to alter a creature's exhaustion level by spending Nightmare Fuel. You may use an action to expend a number of Nightmare Fuel points. Each point of Nightmare Fuel consumed can relieve 1 level of exhaustion from a creature within 30ft. Alternatively, you may expend 2 points of nightmare fuel to force a creature within 30ft. to immediately make a Constitution save against your spell save DC. On a failed save, they gain one level of exhaustion. You can only increase a creature's exhaustion this way one level at a time, but can decrease as many levels as you wish in one go. Only one creature may be targeted at a time. 

Additionally, when using Dream Imbibitor, consuming a target's dreams forces them to make an exhaustion roll, and consuming their nightmares immediately restores all levels of exhaustion. 

Memetic Entity

As an agent of a Dreamwalker, you shed your physical form and become a construct of pure memory. As long as you are perceived to be real, you can interact with the world as any other being can, but as an entity made of dreams and memories, you don't require the likes of food, water or sleep. During a short rest, you do not need to rest, but may only rest this way twice per day. During a long rest, you only need to rest for 4 hours and do not need to sleep, instead doing light activity for the duration. You are also naturally immune to being charmed and cannot be forced to sleep by any means, magical or not.

As a being with no physical body made of dreams and memories, psychic damage is particularly harmful to you. When you are reduced to 0 hit points by psychic damage, you immediately fail your first death saving throw and, should you die this way, your body and non-magical items (including clothing and currency) are destroyed.

Dreamweaver

Starting at 10th level, you learn the spell dream. It counts as a warlock spell for you, but doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic allows you to remain fully lucid, allowing you to enter and exit the target's dreamscape as you please for the full duration without ending the spell prematurely, however your physical body dissipates while within the target's dream, remaining aware of your surroundings but becoming completely incorporeal and immune to being damaged. You can also use 5 Nightmare Fuel points to cast this spell, rather than using a spell slot. 

Dreamy Delusion

Starting at 14th level, you can bring a creature into the dreamscape. As an action, expend 7 Nightmare Fuel and choose a creature that you can see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. On a failed save, it is teleported to the dreamscape (an alternate plane, similar to the ethereal plane) for 1 minute. The dreamscape appears however you wish, but the space they occupy can be no larger than a 30ft. square. Upon returning, they take 7d12 psychic damage and remain in an illusory state and, being either charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. On a successful save, they are only teleported to the dreamscape for 1 round and are not charmed or frightened upon returning, and only take half damage from the attack.

Until this illusion ends, the creature thinks it is still lost in the dreamscape, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

Previous Versions

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