Base Class: Warlock
You have made a pact with a chaotic, nebulous being from the realm of imagination that calls itself the Dream. The Dream has given you immense power over magic in exchange for your greatest goal in life; this goal gives the Dream power and will never be achieved while you are in its service.
Expanded Spell List
The Dream 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 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 |
Dreamcatcher
Starting at 1st level, as a bonus action, when you are within ten feet of a sleeping creature, you can create the symbol of a dreamcatcher with your hands to steal their dreams and regain a number of spell slots equal to your Charisma modifier (minimum of 1). Spells of a higher level than 1 consume multiple slots; for example, if you have a CHA modifier of 3, you could regain 3 first-level spell slots, 1 first-level spell slot and 1 second-level spell slot, or 1 third level spell slot.
Once you use this feature, you can't use it again until you complete a short or long rest.
Daydream
Starting at 6th level, you can use an action to call on the Dream to bring you into the realm of imagination. While in this realm, you take on an ethereal form in your current plane of existence, gaining resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons for one minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Additionally, you no longer feel the need to sleep, and the time required for short or long rests is halved. This time is spent daydreaming or doing light work.
Dream Warp
Starting at 10th level, you can use an action to force a target within 30 ft of you to make a Wisdom saving throw. If they fail, you can warp into the illusory world of the target's imagination and stay there, hidden, for up to an hour before reappearing on the physical plane within ten feet of the target. While inside the target's mind, you can view their immediate thoughts and see the world as if seeing through their eyes. You cannot, however, search through their psyche for information; what you perceive is simply what the target is currently thinking about.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). Once you've expended all uses, you can't use this feature again until you finish a long rest.
Nightmare
Starting at 14th level, you can make a horrifying nightmare take root in a creature's mind. 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, this nightmare provides a route for the Dream to enter its mind and feed on its dreams and aspirations. The mixture of terror and hopelessness brought on by this nightmare stuns the target until the end of your next turn. It also gains vulnerability to psychic damage for one hour.
You must finish a short or long rest before you can use this feature again.
Previous Versions
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5/27/2021 2:59:02 AM
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36
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3
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Coming Soon
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9/15/2021 12:21:49 AM
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43
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0
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improved
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Coming Soon
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