Warlock
Base Class: Warlock

The Guardian of Nightmares:  Alpha-1.2 Version

Expanded Spell List

The Guardian of Nightmares 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.

The Guardian of Nightmares Expanded Spells

Subconscious Curse

Starting at 1st level, you gain the ability to harness the dreams and nightmares of others. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, or you die. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • The cursed target has disadvantage on saving throws against spells that inflict the frightened, or charmed conditions.

You can’t use this feature again until you finish a short or long rest.

Sentinel of Dreams

At 1st level, you gain proficiency with medium armor, shields, and martial weapons.

Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Cursed Guardian

Your spirit is bound to remain.  You have advantage on death saving throws. 

In addition, starting at 14th level, if you have to make a death saving throw at the start of your turn, you can instead spring back to your feet like a lively bunny. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose.  However, doing so imposes disadvantage on all your death saving throws (regardless of any other sources granting advantage) until you complete a long rest.  Once you use this feature, you can’t use it again until you finish a long rest.

OR

Your spirit is bound to remain.  You have advantage on death saving throws. If you roll an 18 or above on a death saving throw, you treat the d20 roll as a 20.

Subconscious Defense

At 10th level, your hex grows more powerful. If the target cursed by your Subconscious Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Fleeting Dreams

Starting at 14th level, you can spread your Subconscious Curse from a slain creature to another creature. When the creature cursed by your Subconscious Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/9/2019 6:30:56 PM
7
0
1
Coming Soon
7/9/2019 6:33:39 PM
16
0
1.1
Coming Soon

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