Base Class: Warlock
Dendar, the night serpent, the deity of nightmares. Dendar first appeared when the first mortals had a dream. She feeds of the nightmares until she grows enough to consume the sun and then the world, unable to be stopped by anyone, because they all have dreams and nightmares. She is often revered by the Yuan-ti as she is serpentine however she is not dedicated to them. She reached out to you, maybe in sleep or maybe you seeked her, knowing the end of the world.
Expanded Spell List
Dendar 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.
Fiend Expanded Spells
| Spell Level | 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 |
Servant of the night serpent
Starting at first level, You are no longer forced to sleep and magic that would force you to do so is ineffective. You also gain the ability to speak to snake and other serpentine beings, you do not need to share a common language.
Nightmare eater
When a creature within 30 ft. of you is frightened, you absorb their nightmares and regain hit points equal to your charisma modifier. You can only absorb the nightmares of a number of creatures equal to half your proficiency bonus (rounded up) and do so at the beginning of your turn only. If you are at maximum hit points at the beginning or during the use of this feature, you instead gain temporary hit points equal to the total.
Mind Plague
Starting at 6th level, you can call on Dendar to alter and augment your spellcasting. You gain the eldritch blast cantrip if you don't already have it and it does not count against your cantrips known. When you cast eldritch blast you can change the damage type to psychic or instead of dealing damage, you can force the target to make a wisdom saving throw against your spell save DC or become frightened.
Emissary of the night serpent
At 10th level, You gain resistance to poison damage and deal an extra 1d8 poison damage on melee attacks.
Nightmare speaker
At 14th level, You gain the ability to weave a shroud of nightmarish energy around yourself. As an action, you can envelop a creature within 30 feet in this shroud.
The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is frightened and plagued by vivid nightmares for 1 minute. During this time:
- The creature has disadvantage on attack rolls, ability checks, and saving throws.
- Any healing it receives is halved.
- It takes psychic damage equal to your Charisma modifier at the start of each of its turns.
Once you use this feature, you can’t do so again until you finish a long rest.
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