Base Class: Warlock
Your pact draws on the power of dreams. When you choose this subclass, you might bond yourself to a particularly powerful nightmare being or an extraplanar entity which exists in other planes only through the dreams of its inhabitants. Or you might have a powerful connection to your own dreams which manifests physically through your magic. Whatever the circumstances of your powers, you have a heightened level of control over the consciousness of yourself and those around you.
Level 3: Sandman Spells
The magic of your patron ensures you always have certain spells ready; when you reach a warlock level specified in the Sandman Spells table, you thereafter always have the listed spells prepared.
1| Sleep, Feather Fall
2| Augury, Calm Emotions
3| Leomund's Tiny Hut, Feign Death
4| Hallucinatory Terrain, Phantasmal Killer
5| Awaken, Dream
Level 3: Restful Mind
Your control over consciousness extends through those around you. Neither you nor any friendly creatures within 10 feet of you can be put to sleep against their will. In addition, once you may remove a level of exhaustion upon completing a short rest. You may do so again once you have completed a long rest.
Level 6: Induced Slumber
You are more easily able to induce unconsciousness in those around you, and those friendly to you gain more benefits from being unconscious within your vicinity. Any creature that fails a saving throw against your Sleep spell gains a level of exhaustion. Additionally, a number of times equal to your charisma modifier (minimum of 1 time) when a creature you can see within 60 feet of you attempts to shake a creature awake, you can use your reaction to cause the creature to stay unconscious. You gain all expended uses of this ability upon completing a long rest.
Level 10: Hallucinatory Shield
Your mind has strengthened against certain harmful effects. You gain resistance to psychic damage. Additionally you have advantage on saves against being charmed, and intelligence checks made to see through illusions.
Level 14: Waking Dream
Your patron's vested power over consciousness expands through you even further. Once, you may use a magic action to activate an aura of dream power for 1 minute. While this aura is active, a you may choose a creature within 60 feet of you on your turn to make a wisdom saving throw on their turn or gain the unconscious condition. The affected creature may repeat the saving throw at the start of each of their turns, regaining consciousness on a success. If the creature fails any subsequent saving throws against this effect, it gains a level of exhaustion. The effect ends early if you pick a different target for the effect or the unconscious target takes damage. You may use this ability again upon completing a long rest or if you expend a Pact Magic spell slot in order to use it again.
Previous Versions
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