Warlock
Base Class: Warlock

Your patron is not one of those other patrons who feed on power, greed, or some other intrinsic goal, they desire one thing, to make as many creatures afraid of existence as they possibly can. They are the monster under the bed, the demon in the closet, the shadow in the corner of your eye, and they are more than willing to teach you just how to make the world fear you. Appease your patron by spreading terror in and out of combat, utilize the skills that you learn from them to put the fear of mortality into every creature you come across. As you get stronger your mind more creative, your ideas of horror more intricate and layered, your methods, more horrific. Your path will be strewn with the wretched minds of all creatures who dare cross your path.

Level 3: Expanded Spell List

The Nightmare 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.

1st Level: Sleep, Dissonant Whispers

2nd Level: Phantasmal Force, Blindness/deafness

3rd Level: Catnap, Bestow Curse

4th Level: Phantasmal Killer, Confusion

5th Level: Modify Memory, Geas

Level 3: Waking Terrors

After accepting a pact with a Nightmare, starting at the 1st level, you can invade creature's minds with horrid visions. Costs a bonus action and has a range of 30 ft. The creature you cast this feature on must roll a WIS. saving throw, on fail, they are frightened for 5 turns. You can use this once per short/long rest (improved to twice at level 6, three times at level 10, and four times at level 14).

Furthermore, enemies you inflict with the frightened status effect take a passive 1d6 Psychic Damage (increased to 2d6 at level 6, 3d6 at level 10, and 4d6 at level 14) at the start of their turn until the effect expires. 

Level 6: Dream Invader

Starting at the 6th level, your mind is always prepared and full of the nightmares that haunt your foes, and as such your patron has made it so you do not need to sleep and cannot be magically put asleep, you can gain the benefits of a long rest by filling your time with light activity or remaining watchful.

Furthermore, you have learned to enter the dreams of others through your patron. You must have at least seen and be able to visualize your target to enter their dreams, and they must be sleeping at the time of using this feature. If willing, no save is needed. If they are unaware, they roll a wisdom saving throw. If they have a magical item or ability that makes them immune or resistant to this (such as Ring of Mind Shielding), then they have advantage on the saving throw. If they succeed the saving throw, they roll an Insight check, and if they succeed that check, then they become aware that someone attempted to invade their dreams. If they fail the wisdom save then you successfully slip into their sleeping minds, you being able to change aspects of their dreams. Whatever dream they were (or weren't) having will immediately turn into a horrific, lucid nightmare. This ability recharges on long rest. If you successfully enter the mind of another creature with this feature, then roll a 1d4 and learn 1 of 4 things about your target,

1 - Their worst fear(s) (If they have any)

2 - Their loved one(s) (If they have any)

3 - Activities of significant note in their past week

4 - A traumatic event they have experienced in their life

 

Level 10: Phantasmagorical Aura

Starting at the 10th level, your mind is further reinforced by the constant barrage of horrible and revolting thoughts that your patron puts in your head, gain resistance to psychic damage.

Additionally, as an action you can activate an aura of pure fear, nightmarish beings emerge from red and black mist that now surrounds you in a 25ft. radius, any creature that comes into this radius must roll a wisdom saving throw, if they succeed, nothing happens. If they fail, then they are frightened for 5 turns. However, your allies are affected as well, but they are only affected in a radius of 15ft. and have advantage on their wisdom saving throw to not be frightened. The aura lasts 1 minute and recharges on long/short rests.

 

Level 14: Horrors Made Manifest

Starting at the 14th level, your experience and constant exposure to horrors that you have conjured in your wildest imagination has further enhanced your mental fortitude and creative limits, you ignore resistances to psychic damage.

Furthermore, your level 10 feature (Phantasmagorical Aura) is upgraded for you to become a being of pure terror incarnate. Your level 10 ability gains all the following additional features. As long as a creature fears something and can see or hear you, then you have advantage on your attacks against them, as their fears will be made manifest in your aura of terror. All your attacks in this form deal an extra 1d6 psychic damage. If a frightened creature enters your aura or a creature is frightened in your aura, then they must roll a wisdom saving throw. If they fail, their nightmare will be conjured into reality in the form of a powerful dreamshade that lasts for this combat, taking the form of their horrors and having this stat block: 

  1. AC: 16
  2. HP: A third of the max HP of the affected creature.
  3. Speed: 30 ft., fly 30 ft. (hover)
  4. Damage immunities: Psychic, poison.
  5. Condition immunities: charmed, exhausted, frightened, paralyzed, poisoned, blinded/deafened. 
  6. Mist Form: The dreamshade can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
  7.     Imagination incarnate: Due to being spawned from the realm of the affected creatures imagination, it does not need to rely on sight or sound to find their target. Alongside this, they will only target the creature that they spawned from and will use their turn to use all of their movement to move towards the creature and attack it.
     
    Destructive, horrible tendencies: Their only attack, costs an action, must be in melee range to use. The dreamshade viscously lashes out at the mind of the affected creature to feast on their fears. The attack deals 1d10 + 3 + Affected creatures CR level psychic damage. This attack has advantage against creatures who are frightened. The dreamshade will use this attack whenever possible against the creature who spawned it.
     
    Clawing, aching mind: Uses a bonus action and must be in melee range to use. The dreamshade prods and starts pulling at the mind of the affected creature to break them down. The creature must roll a wisdom saving throw. If unsuccessful, the creature loses 4 wisdom for the fight. The dreamshade will use this ability whenever possible against the creature who spawned it.

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