Warlock
Base Class: Warlock

Your patron is a strange entity whose nature is utterly foreign to the fabric of reality as you understand it. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. It may also from the plane of dreams or the plane of nightmares. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Dream Walker for whatever reason has become aware of your presence and decided to grant you a small portion of the power you hold in your dreams in the waking world.

Examples of a Dream Walker can include a particularly powerful Quori, a god, goddess, or representative thereof associated with dreams, or even a powerful dream demon. All of these and more can grant you the power you seek through a pact.

Expanded Spell List

The Dream Walker 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.

Dream Walker Expanded Spells

Spell Level

Spells

1st

goodberry, find familiar

2nd

blur, warding bond

3rd

glyph of warding, tiny hut

4th

fabricate, freedom of movement

5th

commune, dispel evil and good

Bonus cantrips

At 1st level, you learn the mending and spare the dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Waking Dreamer

You are immune to dream-manipulating magic effects, and gain some measure of control over your own mind. Whenever your mind would be influenced by illusions or other magical effects, your mind quickly scans the details, looking for the inconsistencies that you would find in a dream or something imagined. You can give yourself advantage against these types of effects a number of times equal to your warlock level.

Lucidity

Starting at 6th level, you can call on your patron to bend the fabric of reality in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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

Resilient Mind

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Warped Dreamscape

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2018 6:17:18 AM
256
9
0.5
Coming Soon
10/29/2018 6:32:27 AM
139
1
1.5
Coming Soon
1/16/2019 6:44:02 AM
817
7
1.5b
Coming Soon

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