I’m not gonna use google docs to view your subclass because that would reveal my real name and just no. But I will tell you that Warlock subclasses are not named “Pact of the [Anything],” they’re just named “The [Whatever].” The Pact Boons a Warlock gains at 3rd level are the “Pact of the [Something].”
Ah, I hadn't thought about that issue with Google docs. Odd that no one brought it up before. I'll c&p;
The Oneiromancer
You forged your pact in the depths of your own slumber, uncertain the power you bargained for was real until you first used it in the waking world. Creatures that forge such a pact with a nascent warlock may be denizens of the Dreaming, True Fae, eldritch savants who have taken up residents in the realms of sleep, or stranger creatures, alien to the prime material and using you as a means to explore or exploit it.
Your Pact Boon
Pact of the Chain – Even upon first summoning, the warlock always feels as if they’ve met this creature before. When it speaks its voice is not so much heard as it is remembered.
Pact of the Blade – Oneiromantic weapons are slender, appearing delicate, coalesced from smoke or fog, or glass as strong as steel. The inscriptions which appear upon them read differently for every viewer.
Pact of the Tomb – Pages of an oneiromantic book are thin as spiderweb, transparent and so light as to be impossible to feel while moving them.
Expanded Spells
1st Sleep, Silent Image
2ndAugury, Phantasmal Force
3rdClairvoyance, Major Image
4thConfusion, Hallucinatory Terrain
5thDream, Modify Memory
Dream Forge
At 1st level the Oneriomancer may create a workspace for crafting items within the dreams of a sentient being. Touching a sleeping creature and entering into a trance, the warlock sets up the workspace in that creature’s sleeping mind over the course of an hour. The workspace remains until the warlock or another of this pact unmakes it (taking half an hour) or the creature dies. This workspace can be accessed again at any time the creature is asleep and the warlock is again in physical contact with the creature taking an action to do so. The warlock may create this workspace in their own mind while asleep if they wish. Carried objects can be taken with the character but leave with them whether the oneiromancer wants them to or not. The warlock may only have one of these workshops at a time. Materials used in the crafting disappear into the host’s mindscape as they are consumed by the crafting.
The workspace gives the following benefits;
If the warlock does not possess a formula for the magic item, but the being who is host to the workspace has ever seen such a formula, the warlock may craft the item as if they possessed it.
Divide the time needed to craft the object by the warlock’s proficiency modifier.
If using the crafting rules in the DMG, and if the crafted item relates to a Personality Trait the host possesses (the DM is the final arbiter of when this applies), the oneiromancer may consume that trait as an ingredient for the crafting, should one be required. Whether this trait ‘heals’ back or not, and over how much time, is up to the character’s controlling player (or DM in the case of NPCs).
If using the crafting rules in Xanathar’s Guide, the warlock may use this form of crafting to keep the process secret, ignoring the complication table. At the DM’s option, the host’s mind may generate other complications as they wish.
The workspace provides all needed tools.
At the end of the crafting process the warlock may cause the crafted item to appear on any adjacent space capable of fitting the item. Items created in the dream cannot be returned to the dream unless they are materials in another crafting project. Crafted objects may not be larger than a Large creature.
If the warlock enters a dreamscape that is not within their own dreams they vanish when doing so. Otherwise they fall into a deep sleep from which they may voluntarily wake at any time. They are not aware of their surroundings while within their dreams. Should the workshop’s host die they are ejected into the nearest available space.
Dream Store
At 6th level the warlock need not remove crafted objects immediately upon completing them. To remove an object from their Dreamforge, they need only touch the individual hosting it, as an action. In addition, they no longer need to provide any materials for crafting, unless those materials are magical or rare components. If the warlock has a familiar, the familiar may enter into the Dreamforge with them and aid in the crafting, increasing the warlock’s functional proficiency modifier by 1 for the purposes of calculating the reduced crafting time. While within the Dreamforge hosted inside another being, they may see that creature’s dreams. Studying that flow of consciousness allows them to interact with the dreamer in an unguarded state. The warlock may make social checks against the host at advantage while inside the dream.
Dreamweaver's Instantiation
At 10th level, you gain the ability to manipulate reality itself through dreams. You can cast the Mirage Arcane spell once per day without expending a spell slot. Additionally, any creature that falls asleep within 30 feet of you can be affected by the Dream spell without requiring you to expend a spell slot.
Dreamweaver's Dominion
A 14th level oneiromancer may break down the walls between dreams, placing the presence of their workshop within multiple minds. Doing so uses the rules for sowing rumors (DMG 91). Once the rules requirements for sowing rumors have been achieved for a given area, all sentient beings in that area are considered to house a Dreamforge the oneiromancer can occupy and use. They may even exit from a different mind than they entered. Entering the dreamscape takes physical contact with a sentient sleeping being and an action. Exiting takes a similar sleeper and another action. Travel between the two takes half the time it would usually take.
Well... considering that no table I've ever played at allows players to craft their own magic items this seems kind of like a pointless class. Players are not supposed to have access to the DMG and all rules in the DMG are entirely optional. So the fundamental basis of the class doesn't really work.
TL;DR for below: to much is taken away from the DM in the handing out of magic items, and mixing personality traits with class abilities causes your characters personality to be directly related to your characters power, which is bad. The trait is generally to loose and up to interpretation.
Seems like an interesting concept with being able to craft magic items, but it is very poorly executed. Dream Forge allows for the crafting of any magic item, which makes it very difficult to play with as a DM. The DM should always get final input in what items are crafted. Being able to ignore these limitations is not only powerful, but can lead to a lot of game-breaking combinations, and PC's having more magic items than they should, especially because the is no limit to how many items can be created. It also interacts with "Personality Traits," which have no rules surrounding them, and leads to your characters details and personality giving game play advantages, and I believe that these two things should be almost entirely separate. Also, having a time limit chosen by the player is redundant; it does nothing to balance the subclass, and "instantly" seems like it would be the default choice for most player.
Dream Store
because magic item crafting is up to each DM, only providing magical and rare components will wildly vary in power depending on your table. The definition of a rare ingredient is also unclear.
Dreamweaver's Instantiation
This ability is cool, and provides a better example of what I would expect from a dream-based subclass than the previous two abilities. It needs to be updated for clarity; instead of "once per day," you should add "once you cast Mirage Arcane with this feature, you can’t do so again until you finish a long rest" to the end of the abilities description. The last line would make more sense if it read as follows: "whenever a creature falls asleep within 30 feet of you, you may use a reaction to cast the Dream spell on them as without expending a spell slot. The Dream spell has a casting time of one reaction when cast this way."
Dreamweaver's Dominion
Instead of using "sowing rumors" as a basis, it would be easier to say you have to spend X days in a settlement of X size to effect it. Also, nowhere else does it say that traveling within your Dreamforge takes time; so taking half time is very ambiguous.
Final Thoughts. To be honest, the magic item creation system does not fit the theme of a dream-based subclass. It is also extremely difficult to use and leaves a lot to interpretation, relying on optional rules to function. The Artificer does a better job as a class that crafts magic items; the limited list by level and infusion slots makes it balanced, simple, and easy to use. I would consider leaning in to a magic item creating/artifice themed Warlock OR a dream themed Warlock. Either way, This needs major reworks.
The link is to a google docs draft. I'd appreciate it if responses were applied to the doc as comments.
I’m not gonna use google docs to view your subclass because that would reveal my real name and just no. But I will tell you that Warlock subclasses are not named “Pact of the [Anything],” they’re just named “The [Whatever].” The Pact Boons a Warlock gains at 3rd level are the “Pact of the [Something].”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Ah, I hadn't thought about that issue with Google docs. Odd that no one brought it up before. I'll c&p;
The Oneiromancer
You forged your pact in the depths of your own slumber, uncertain the power you bargained for was real until you first used it in the waking world. Creatures that forge such a pact with a nascent warlock may be denizens of the Dreaming, True Fae, eldritch savants who have taken up residents in the realms of sleep, or stranger creatures, alien to the prime material and using you as a means to explore or exploit it.
Your Pact Boon
Pact of the Chain – Even upon first summoning, the warlock always feels as if they’ve met this creature before. When it speaks its voice is not so much heard as it is remembered.
Pact of the Blade – Oneiromantic weapons are slender, appearing delicate, coalesced from smoke or fog, or glass as strong as steel. The inscriptions which appear upon them read differently for every viewer.
Pact of the Tomb – Pages of an oneiromantic book are thin as spiderweb, transparent and so light as to be impossible to feel while moving them.
Expanded Spells
1st Sleep, Silent Image
2nd Augury, Phantasmal Force
3rd Clairvoyance, Major Image
4th Confusion, Hallucinatory Terrain
5th Dream, Modify Memory
Dream Forge
At 1st level the Oneriomancer may create a workspace for crafting items within the dreams of a sentient being. Touching a sleeping creature and entering into a trance, the warlock sets up the workspace in that creature’s sleeping mind over the course of an hour. The workspace remains until the warlock or another of this pact unmakes it (taking half an hour) or the creature dies. This workspace can be accessed again at any time the creature is asleep and the warlock is again in physical contact with the creature taking an action to do so. The warlock may create this workspace in their own mind while asleep if they wish. Carried objects can be taken with the character but leave with them whether the oneiromancer wants them to or not. The warlock may only have one of these workshops at a time. Materials used in the crafting disappear into the host’s mindscape as they are consumed by the crafting.
The workspace gives the following benefits;
At the end of the crafting process the warlock may cause the crafted item to appear on any adjacent space capable of fitting the item. Items created in the dream cannot be returned to the dream unless they are materials in another crafting project. Crafted objects may not be larger than a Large creature.
If the warlock enters a dreamscape that is not within their own dreams they vanish when doing so. Otherwise they fall into a deep sleep from which they may voluntarily wake at any time. They are not aware of their surroundings while within their dreams. Should the workshop’s host die they are ejected into the nearest available space.
Dream Store
At 6th level the warlock need not remove crafted objects immediately upon completing them. To remove an object from their Dreamforge, they need only touch the individual hosting it, as an action. In addition, they no longer need to provide any materials for crafting, unless those materials are magical or rare components. If the warlock has a familiar, the familiar may enter into the Dreamforge with them and aid in the crafting, increasing the warlock’s functional proficiency modifier by 1 for the purposes of calculating the reduced crafting time.
While within the Dreamforge hosted inside another being, they may see that creature’s dreams. Studying that flow of consciousness allows them to interact with the dreamer in an unguarded state. The warlock may make social checks against the host at advantage while inside the dream.
Dreamweaver's Instantiation
At 10th level, you gain the ability to manipulate reality itself through dreams. You can cast the Mirage Arcane spell once per day without expending a spell slot. Additionally, any creature that falls asleep within 30 feet of you can be affected by the Dream spell without requiring you to expend a spell slot.
Dreamweaver's Dominion
A 14th level oneiromancer may break down the walls between dreams, placing the presence of their workshop within multiple minds. Doing so uses the rules for sowing rumors (DMG 91). Once the rules requirements for sowing rumors have been achieved for a given area, all sentient beings in that area are considered to house a Dreamforge the oneiromancer can occupy and use. They may even exit from a different mind than they entered. Entering the dreamscape takes physical contact with a sentient sleeping being and an action. Exiting takes a similar sleeper and another action. Travel between the two takes half the time it would usually take.
Well... considering that no table I've ever played at allows players to craft their own magic items this seems kind of like a pointless class. Players are not supposed to have access to the DMG and all rules in the DMG are entirely optional. So the fundamental basis of the class doesn't really work.
Dream Forge
TL;DR for below: to much is taken away from the DM in the handing out of magic items, and mixing personality traits with class abilities causes your characters personality to be directly related to your characters power, which is bad. The trait is generally to loose and up to interpretation.
Seems like an interesting concept with being able to craft magic items, but it is very poorly executed. Dream Forge allows for the crafting of any magic item, which makes it very difficult to play with as a DM. The DM should always get final input in what items are crafted. Being able to ignore these limitations is not only powerful, but can lead to a lot of game-breaking combinations, and PC's having more magic items than they should, especially because the is no limit to how many items can be created. It also interacts with "Personality Traits," which have no rules surrounding them, and leads to your characters details and personality giving game play advantages, and I believe that these two things should be almost entirely separate. Also, having a time limit chosen by the player is redundant; it does nothing to balance the subclass, and "instantly" seems like it would be the default choice for most player.
Dream Store
because magic item crafting is up to each DM, only providing magical and rare components will wildly vary in power depending on your table. The definition of a rare ingredient is also unclear.
Dreamweaver's Instantiation
This ability is cool, and provides a better example of what I would expect from a dream-based subclass than the previous two abilities. It needs to be updated for clarity; instead of "once per day," you should add "once you cast Mirage Arcane with this feature, you can’t do so again until you finish a long rest" to the end of the abilities description. The last line would make more sense if it read as follows: "whenever a creature falls asleep within 30 feet of you, you may use a reaction to cast the Dream spell on them as without expending a spell slot. The Dream spell has a casting time of one reaction when cast this way."
Dreamweaver's Dominion
Instead of using "sowing rumors" as a basis, it would be easier to say you have to spend X days in a settlement of X size to effect it. Also, nowhere else does it say that traveling within your Dreamforge takes time; so taking half time is very ambiguous.
Final Thoughts. To be honest, the magic item creation system does not fit the theme of a dream-based subclass. It is also extremely difficult to use and leaves a lot to interpretation, relying on optional rules to function. The Artificer does a better job as a class that crafts magic items; the limited list by level and infusion slots makes it balanced, simple, and easy to use. I would consider leaning in to a magic item creating/artifice themed Warlock OR a dream themed Warlock. Either way, This needs major reworks.
I write homebrew and don't publish it. (evil, I know)