Your pact draws on the power of a hidden entity that dwells within the realm of dreams. It appeared one day within a dream or nightmare and offered to help you achieve your goals. In return, you shall be under their service and help them gain power and influence through the sleeping minds of the populace. This entity might be benevolent, evil, or simply curious to the waking world. Regardless, you will gain it's strength as long as you keep dreaming about it.
Level 3: Dream Companion
The Dream Entity manifests in reality, aiding you directly as much as it can through the power of the pact. It uses the Dream Companion Stat Block and is a Celestial, Fiend, Undead, Abhorrent, or Monstrosity (chosen when summoned). You determine what the Dream looks like, but regardless of its form, it bears features indicating the anchor it uses to remain in reality. For example, it might always wear a witch hat or a pendant of mystical everchanging design. The Dream is Friendly to you and your allies and obeys your commands. It vanishes if you die.
In Combat: The Dream acts during your turn. It can move and use its Reaction on its own but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the Dream to take the DreamAttack action. If you have the Incapacitated condition, the Dream acts on its own and isn't limited to the Dodge action.
Disappearance of the Dream: When the Dream drops to 0 HP, it disappears. You can spend 1 minute performing a magic ceremony to manifest the Dream again; it reappears with its maximum HP in an unoccupied space within 5 feet from you. You can only do summon the Dream this way equal to your CHA mod. As a Magic action, you can temporarily dismiss the Dream to a pocket dimension. As a Magic action while it is temporarily dismissed, you can cause the Dream to reappear in an unoccupied space within 30 feet of you. Whenever the Dream drops to 0 HP or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. Whenever you finish a Long Rest, you can summon the Dream in a new form, which appears in an unoccupied space within 5 feet from you. If the Dream is already manifested from this feature, its form changes to the new one.
Dream Companion Small Celestial, Fiend, Undead, Abhorrent, or Monstrosity (Shadowspawn); Neutral
AC: 13 + your CHA mod HP: 4 + 4 times your Warlock level(the Dream has a number of Hit Dice(D6) equal to your Warlock level) Speed: 5 ft., Fly 30 ft. (hover)
STR: 1 | -5 Mod | -5 Save DEX: 14 | +2 Mod | +2 Save CON: 10 | +2 Mod | +2 Save INT: 15 | +2 Mod | +2 Save WIS: 15 | +2 Mod | +2 Save CHA: 16 | +3 Mod | +3 Save
Resistances: Fire (Fiend Only), Necrotic (Undead Only), Radiant (Celestial Only), Psychic (Abhorrent Only), and Cold (Monstrosity) Immunities: Charmed, Frightened, Prone Senses: Darkvision 60 ft.; Passive Perception 11 Languages: Speaks the languages you know CR: None (PB equals your PB)
Traits
Pact Bond: Add your PB to any ability check or saving throw the Dream makes.
Actions
Dream Attack: Melee or Ranged Attack Roll: Bonus equals your spell modifier, reach 5 ft. or range 60 ft. Hit: 1d6 + 3 + your CHA mod Fire(Fiend), Necrotic(Undead), Radiant(Celestial), Psychic(Abhorrent), or Cold (Monstrosity) damage.
Bonus Actions
Manifest Daydream (1/Day): Your Dream manifests its power in one of the following ways, based on its form:
Cursed Invocation (Undead Only): The Dream places a curse on a creature you can see within 30 ft. of the Dream for 1 minute. While cursed, the target has Disadvantage on attack rolls against you and the Dream. Fiendish Swap (Fiend Only): If you and the Dream are within 60 ft. of each other, you both teleport, swapping places. Healing Touch (Celestial Only): The Dream touches another creature. The target regains HP equal to 2d8 + your CHA mod and ends the Poisoned Condition. Overload Psyche (Aberration Only): The Dream targets another creature within 60 ft. of the Dream. That target adds your CHA mod to their WIS/INT saving throws for 1 minute. Terror Screech (Monstrosity Only): The Dream does a psychic screech towards a creature you can see within 30 ft. of the Dream. The creature is the only one to hear the horrible sound and has disadvantage on WIS Saving Throws for 1 minute or after it takes a WIS Saving Throw.
Level 3 Feature: Dream Spells
The magic of your Dream Companion ensures you always have certain spells ready depending on the current form the Dream Companion is taking. The Dream Spells are counted as Warlock spells for you. When you reach a Warlock level specified in the Dream Spells table, you will always have the listed spells prepared as long as the requirement is met.
3 | Sleep, Phantasmal Force| Sacred Flame, Aid | Fire Bolt, Scorching Ray | Chill Touch, Ice Knife | Thaumaturgy, Levitate | Resistance, Pass without Trace 5 | Blink | Mass Healing Word | Fireball | Speak with Dead | Slow | Nondetection 7 | Phantasmal Killer| Fire Shield | Wall of Flame | Blight | Evard's Black Tentacles | Greater Invisibility 9 | Mislead | Greater Restoration | Flame Strike | Contagion | Telekinesis | Cone of Cold
Level 6 Feature: Dream Recovery
Your Dream Companion now regains its use of Manifest Daydream whenever you finish a Short or Long Rest or when you use your Magical Cunning feature.
Level 10 Feature: Aura of Power
Your Dream Companion increases in magical strength. As a Magic Action, you can cause the Dream to manifest an aura in a 30 ft. Emanation that originates from the Dream. The aura lasts a number of hours equal to your Charisma Mod or until the Dream disappears or is temporarily dismissed. You and your allies within the aura gain your Dream's resistances depending on it's current type; Fire (Fiend), Necrotic (Undead), Radiant (Celestial), Psychic (Abhorrent), Cold (Monstrosity). Additionally, you and your allies are immune to the Charmed and Frightened conditions. Once you manifest this aura, you can't do so again until you finish a Long Rest. In addition, when you drop to 0 HP while within the aura, you instead change your HP to a number equal to your Warlock Level plus your CHA mod. The Dream is then dismissed into a pocket dimension and can't return until you finish a Long Rest or you use a spell slot to summon it.
Level 14 Feature: Semblance of Awakening
Your Dream Companion continues to grow in strength, and with your assistance, it can briefly adopt a more powerful form. Depending on the Dream's type, you can cast one of the following spells while the Dream is within 90 ft. of you without expending a spell slot or needing material components: Summon Celestial (Celestial type), Summon Fiend (Fiend type), Summon Undead (Undead type), Summon Aberration (Aberration type), or Summon Shadowspawn (Monstrosity type). When you cast the spell with this feature, the Dream becomes the summoned creature. Its game statistics are replaced by the summoned creature's stat block, the spell's level is equal to half your Warlock level (round down; maximum level 9), and the spell's duration is 1 minute. When the spell ends, the Dream returns to its previous form. Once you have cast the spell in this way, you can't do so again until you finish a Long Rest.
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Warlock: Pact of the Dream(Nightmare)
Your pact draws on the power of a hidden entity that dwells within the realm of dreams. It appeared one day within a dream or nightmare and offered to help you achieve your goals. In return, you shall be under their service and help them gain power and influence through the sleeping minds of the populace. This entity might be benevolent, evil, or simply curious to the waking world. Regardless, you will gain it's strength as long as you keep dreaming about it.
Level 3: Dream Companion
The Dream Entity manifests in reality, aiding you directly as much as it can through the power of the pact. It uses the Dream Companion Stat Block and is a Celestial, Fiend, Undead, Abhorrent, or Monstrosity (chosen when summoned). You determine what the Dream looks like, but regardless of its form, it bears features indicating the anchor it uses to remain in reality. For example, it might always wear a witch hat or a pendant of mystical everchanging design. The Dream is Friendly to you and your allies and obeys your commands. It vanishes if you die.
In Combat: The Dream acts during your turn. It can move and use its Reaction on its own but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the Dream to take the Dream Attack action. If you have the Incapacitated condition, the Dream acts on its own and isn't limited to the Dodge action.
Disappearance of the Dream: When the Dream drops to 0 HP, it disappears. You can spend 1 minute performing a magic ceremony to manifest the Dream again; it reappears with its maximum HP in an unoccupied space within 5 feet from you. You can only do summon the Dream this way equal to your CHA mod. As a Magic action, you can temporarily dismiss the Dream to a pocket dimension. As a Magic action while it is temporarily dismissed, you can cause the Dream to reappear in an unoccupied space within 30 feet of you. Whenever the Dream drops to 0 HP or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
Whenever you finish a Long Rest, you can summon the Dream in a new form, which appears in an unoccupied space within 5 feet from you. If the Dream is already manifested from this feature, its form changes to the new one.
Dream Companion
Small Celestial, Fiend, Undead, Abhorrent, or Monstrosity (Shadowspawn); Neutral
AC: 13 + your CHA mod
HP: 4 + 4 times your Warlock level(the Dream has a number of Hit Dice(D6) equal to your Warlock level)
Speed: 5 ft., Fly 30 ft. (hover)
STR: 1 | -5 Mod | -5 Save
DEX: 14 | +2 Mod | +2 Save
CON: 10 | +2 Mod | +2 Save
INT: 15 | +2 Mod | +2 Save
WIS: 15 | +2 Mod | +2 Save
CHA: 16 | +3 Mod | +3 Save
Resistances: Fire (Fiend Only), Necrotic (Undead Only), Radiant (Celestial Only), Psychic (Abhorrent Only), and Cold (Monstrosity)
Immunities: Charmed, Frightened, Prone
Senses: Darkvision 60 ft.; Passive Perception 11
Languages: Speaks the languages you know
CR: None (PB equals your PB)
Traits
Pact Bond: Add your PB to any ability check or saving throw the Dream makes.
Actions
Dream Attack: Melee or Ranged Attack Roll: Bonus equals your spell modifier, reach 5 ft. or range 60 ft. Hit: 1d6 + 3 + your CHA mod Fire(Fiend), Necrotic(Undead), Radiant(Celestial), Psychic(Abhorrent), or Cold (Monstrosity) damage.
Bonus Actions
Manifest Daydream (1/Day): Your Dream manifests its power in one of the following ways, based on its form:
Cursed Invocation (Undead Only): The Dream places a curse on a creature you can see within 30 ft. of the Dream for 1 minute. While cursed, the target has Disadvantage on attack rolls against you and the Dream.
Fiendish Swap (Fiend Only): If you and the Dream are within 60 ft. of each other, you both teleport, swapping places.
Healing Touch (Celestial Only): The Dream touches another creature. The target regains HP equal to 2d8 + your CHA mod and ends the Poisoned Condition.
Overload Psyche (Aberration Only): The Dream targets another creature within 60 ft. of the Dream. That target adds your CHA mod to their WIS/INT saving throws for 1 minute.
Terror Screech (Monstrosity Only): The Dream does a psychic screech towards a creature you can see within 30 ft. of the Dream. The creature is the only one to hear the horrible sound and has disadvantage on WIS Saving Throws for 1 minute or after it takes a WIS Saving Throw.
Level 3 Feature: Dream Spells
The magic of your Dream Companion ensures you always have certain spells ready depending on the current form the Dream Companion is taking. The Dream Spells are counted as Warlock spells for you. When you reach a Warlock level specified in the Dream Spells table, you will always have the listed spells prepared as long as the requirement is met.
Warlock Level | Spells (No Requirement) | Spells (Celestial) | Spells(Fiend) | Spells(Undead) | Spells(Aberration) | Spells(Monstrosity)
3 | Sleep, Phantasmal Force| Sacred Flame, Aid | Fire Bolt, Scorching Ray | Chill Touch, Ice Knife | Thaumaturgy, Levitate | Resistance, Pass without Trace
5 | Blink | Mass Healing Word | Fireball | Speak with Dead | Slow | Nondetection
7 | Phantasmal Killer| Fire Shield | Wall of Flame | Blight | Evard's Black Tentacles | Greater Invisibility
9 | Mislead | Greater Restoration | Flame Strike | Contagion | Telekinesis | Cone of Cold
Level 6 Feature: Dream Recovery
Your Dream Companion now regains its use of Manifest Daydream whenever you finish a Short or Long Rest or when you use your Magical Cunning feature.
Level 10 Feature: Aura of Power
Your Dream Companion increases in magical strength. As a Magic Action, you can cause the Dream to manifest an aura in a 30 ft. Emanation that originates from the Dream. The aura lasts a number of hours equal to your Charisma Mod or until the Dream disappears or is temporarily dismissed. You and your allies within the aura gain your Dream's resistances depending on it's current type; Fire (Fiend), Necrotic (Undead), Radiant (Celestial), Psychic (Abhorrent), Cold (Monstrosity). Additionally, you and your allies are immune to the Charmed and Frightened conditions. Once you manifest this aura, you can't do so again until you finish a Long Rest.
In addition, when you drop to 0 HP while within the aura, you instead change your HP to a number equal to your Warlock Level plus your CHA mod. The Dream is then dismissed into a pocket dimension and can't return until you finish a Long Rest or you use a spell slot to summon it.
Level 14 Feature: Semblance of Awakening
Your Dream Companion continues to grow in strength, and with your assistance, it can briefly adopt a more powerful form. Depending on the Dream's type, you can cast one of the following spells while the Dream is within 90 ft. of you without expending a spell slot or needing material components: Summon Celestial (Celestial type), Summon Fiend (Fiend type), Summon Undead (Undead type), Summon Aberration (Aberration type), or Summon Shadowspawn (Monstrosity type). When you cast the spell with this feature, the Dream becomes the summoned creature. Its game statistics are replaced by the summoned creature's stat block, the spell's level is equal to half your Warlock level (round down; maximum level 9), and the spell's duration is 1 minute. When the spell ends, the Dream returns to its previous form. Once you have cast the spell in this way, you can't do so again until you finish a Long Rest.