Warlock
Base Class: Warlock

You have made your pact with one of the types of the Underdark - a fearsome beholder. Notably xenophobic and paranoid, Beholders are not the kind to take on proteges. Fortunately for you and your continued survival, your patron doesn't think you're real. When Beholders dream, they warp reality around them to match their dreams. Your patron dreams of you as a character in a story, and so warps reality around you in order to keep you alive. So long as you don't threaten the sanctity of the dream, you can wield it to your benefit.

Level 3: Eye Rays

Starting at 1st level, you learn the Eldritch Blast cantrip if you don't already know it. If you already know Eldritch Blast, you instead learn another Warlock cantrip of your choice. Whenever you make an attack with the Eldritch Blast cantrip, you can choose to have it inflict an additional effect. Choose one of the effects below.

Name Effect
Slowing Ray The target's speed is halved until the start of your next turn.
Fear Ray The target has disadvantage on the next attack roll it makes.
Force Ray The target takes double damage if it is an object or a Construct.
Disintegration Ray If the attack reduces the target to 0 hit points, the target's body is reduced to a pile of fine gray dust.

Level 3: All-Seeing Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the All-Seeing Spells table, you thereafter always have the listed spells prepared.

All-Seeing Spells
Warlock Level Spells
3 Detect Evil and Good, Ray of Sickness, Scorching Ray, See Invisibility
5 Clairvoyance, Slow
7 Arcane Eye, Confusion
9 Dominate Person, Telekinesis

Level 6: Dreamspun Defenses

At 6th level, you have learned to leverage your patron's uncanny ability to dream reality into existence for your benefit,  As a reaction, when you would take damage, you can give yourself resistance to that type of damage until you finish a short or long rest.

Once you use this feature, it can't be used again until you finish a short or long rest.

Level 10: Alter the Dream

At 10th level, your influence on your patron's dreams allows you to tweak reality to your benefit. You can use your action to teleport a creature you can see within 60 feet to another unoccupied space you can see within 60 feet of you. An unwilling creature must succeed on a Wisdom saving throw to resist being teleported. A willing creature gains resistance to all damage until he end of its next turn.

You can use this feature a number of times equal to your proficiency bonus (minimum of once), and you regain all expended uses when you finish a long rest.

Level 14: Antimagic Glare

At 14th level, you have learned to harness your patron's ultimate ability, quieting the world of any dreams that conflict with your own. As an action, choose a creature, object, or magical effect within 120 feet that you can see. The target of your glare becomes subject to the effects of an Antimagic field (as in the Antimagic Field spell). If the summon is a creature, it cannot cast spells and, if it was summoned, disappears immediately. If the subject is an object or magical effect, its magical properties are suppressed. Magic produced by deities and artifacts is strong enough to resist being suppressed in this way. You can maintain your antimagic glare for up to 1 minutes, and can choose a new target to focus on as a bonus action on your turn. The effect also ends prematurely if you become incapacitated or choose to end it as a free action.

Once you use this feature, it can't be used again until you finish a long rest.

Previous Versions

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10/9/2026 1:34:42 AM
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