Base Class: Warlock
Your patron is a mysterious entity that resides in the realm of reams; one which forms and shapes the very nature of dreams themselves. Most who encounter this entity do so during lucid dreams, during moments in which their minds are the most open to the possibilities of what dreams can offer. Through your pact, your patron has granted you the ability to draw upon aspects of the realm like dreams while both asleep and awake. From entering daydream-like trances to cursing others with waking nightmares, those who serve the Dream Weaver become living embodiments of joy and terror to those around them.
Expanded Spell List
The Dream Weaver 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 Dream Weaver 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 |
Lucid Dreams
At 1st level, you can use your dreams to temporarily train yourself in all sorts of abilities. Whenever you finish a long rest, you gain proficiency in a weapon, skill, or tool of your choice until you finish your next long rest.
Waking Dreams
Also at 1st level, you can afflict others with sudden bouts of vivid daydreams. As an action, choose a creature that you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target becomes charmed by you until the end of your next turn, or until the target takes damage. While charmed in this way, the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dream Warrior
By 6th level, your attunement to the realm of dreams has grown. You can finish a long rest in 4 hours and cannot be forced to sleep by any means.
In addition, you've learned to mislead attackers with dream-like illusions. When a creature makes an attack roll against you or a creature that you can see within 30 feet of you, you can use your reaction to force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, you can choose a different creature within the attack's range. The chosen creature becomes the new target of the attack. If there is no other creature within the attack's range, the attack automatically misses instead.
Once you use this reaction, you cannot use it again until you finish a short or long rest.
Restful Dreams
At 10th level, you learn to take greater advantage of your sleeping and resting hours. Whenever you finish a short or long rest, you gain one of the following benefits of your choice until you finish your next short or long rest:
- You are immune to being charmed.
- You are immune to being frightened.
- You gain temporary hit points equal to your Charisma modifier + your Warlock level.
Realm of Dreams
Starting at 14th level, you've learned how to pull others into the realm of dreams even while they are awake. As an action, you can target a number of creatures up to your Charisma modifier that you can see within 30 feet of you. When you do so, choose one of the following effects:
- Nightmare. Each target experiences a seemingly endless ordeal of its worst nightmares come to life. Each target must make a Charisma saving throw against your spell save DC. On a failed save, a target takes 6d10 psychic damage and is frightened of you for 1 minute. On a successful save, a target takes half as much damage and is not frightened. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Reverie. Each target experiences a pleasant and calming recollection of its happiest memories. Each target regains 3d10 hit points and has advantage on all saving throws until the start of your next turn.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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6/13/2024 5:34:04 AM
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