Base Class: Warlock
The Baku gives you powers related to dreams, memories, and illusions. Baku are generally good. In exchange for these powers, you must sleep for at least 4 hours a day, and you have lucid dreams during this time. If you dont sleep for 28 hours straight, you fall asleep immediately.
Expanded Spell List
The Baku 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.
Baku 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 |
Baku's Slumber
Starting at 1st level, your patron bestows upon you the ability to put one creature to sleep. As an action, you can cause one creature that you can touch to make a Constitution saving throw against your warlock spell save DC. The creature that fails their saving throws is unconscious until the end of your next turn. Hitting this creature will wake them up. During the time they are asleep, they have a strange dream that they remember in great detail.
Once you use this feature, you can’t use it again until you finish a long rest.
Consume Dream
Starting at 6th level, you can consume the dreams of a sleeping enemy. When near a sleeping creature, you can use your bonus action to heal 4d6 health points and learn one piece of information of your choosing that they would logically know.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Chimerical Form
At level 10, your patron teaches you how to enhance your form. The Baku has the body of a bear, the head of an elephant, the eyes of a rhinoceros, the tail of an ox, and the legs of a tiger. When you cast Alter Self, you do not use a spell slot, and you can gain any feature of these creatures. Your natural weapons deal 2d6 bludgeoning, piercing, or slashing damage along with the extra +1 to attack and damage rolls using it. You can also gain up to three of these natural weapons at once (for example; tusks of an elephant, legs of a tiger, and claws of a bear.) When transforming, your body is obscured momentarily by mist. (This has no effect on combat, it just looks fancy.)
Manifest Nightmare
Starting at 14th level, you can learn a creature's greatest physical fear and create one trait of the nightmare. As an action, touch a creature. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frightened by the creature with the trait for 1 minute. On a successful save, the creature is not frightened. You learn this fear and give one feature of the nightmare to you or another willing creature.
The feature is a magical natural weapon that does 2d6 damage +1 to all enemies and 3d4 +1 to the one the nightmare belongs to.
On a successful save, you cannot use it until you take a short rest. On a failed save, you cannot use it until you take a long rest.
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