Base Class: Warlock
Your patron is a Dream Eater — a vast, alien being that survives by devouring the dreams and nightmares of mortals. Some say Dream Eaters are ancient entities birthed from the first sleeping minds, drifting in the Ethereal and Astral planes. Others believe they are forgotten gods of the dreamscape, banished for feeding too deeply.
To a Dream Eater, dreams are more than fleeting thoughts — they are life, power, and prophecy. You have forged a pact with such an entity, and in return for serving as its reaper of dreams, it grants you the power to walk the boundary between slumber and waking. Through your magic, nightmares manifest in the real world, and terror itself becomes your weapon.
Level 3: Nightmare Tether
Your patron grants you the power to reach into the sleeping mind.
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As an action, you can target a creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, ghostly tendrils of dreamstuff lash out and drain fragments of their subconscious. The target takes 1d8 psychic damage and cannot benefit from temporary hit points until the start of your next turn.
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The damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th level (4d8).
Additionally, creatures that are asleep have disadvantage on saving throws against your warlock spells and features.
Level 6: Waking Terror
Your magic now lets you blur the line between nightmare and reality.
When you damage a creature with a warlock spell or your Nightmare Tether feature, you can force it to confront visions from its deepest fears. It must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
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Once a creature has failed this saving throw, it is immune to this feature for 24 hours.
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If the target was asleep when affected by this feature (such as via the sleep spell or mundane slumber), it instead suffers from sleep paralysis for 1 minute: it is incapacitated and cannot move. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Dreamstalker’s Step
You can now slip between the world of dreams and the waking world with ease.
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You can cast misty step without expending a spell slot a number of times equal to your Charisma modifier (minimum once). You regain all uses after a long rest.
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When you teleport this way, you briefly become insubstantial, appearing as a shadowy figure with eyes like twin moons. Until the start of your next turn, attack rolls against you have disadvantage.
Additionally, while a creature is asleep or unconscious within 30 feet of you, you can use your bonus action to become invisible until the start of your next turn, fading into the dreamscape.
Devourer of Dreams
You can now fully harvest the nightmares of others to fuel your power. As an action, you can choose one creature within 60 feet that is asleep, unconscious, or frightened. The target must make a Wisdom saving throw. On a failed save:
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The creature takes 8d10 psychic damage as its dreams are ripped away and consumed by your patron.
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You gain temporary hit points equal to half the damage dealt, and until the end of your next turn, your spells ignore resistance to psychic damage.
On a successful save, the creature takes half as much damage and suffers no additional effects.
Once you use this feature, you can’t use it again until you finish a long rest — unless you reduce a creature to 0 hit points with psychic damage, in which case you may use this feature again immediately.
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