Base Class: Warlock
Dreamer Warlocks tap into the power of sleep, haunting their enemies with horrifying nightmares and empowering their allies with rest. Those who strike a deal with a great entity of slumber rarely gamble with their souls: rather, they often forego their ability to dream and even sleep in exchange for their patron's favor. What purpose these offerings fulfill in the hands of these entities is a mystery.
Why an individual would strike such a deal varies widely on an individual basis. Perhaps someone was haunted by terrible nightmares, and wished for dominion over their sleeping mind. Maybe an insomniac was driven mad by lack of sleep, and in the depths of this madness, made contact with their patron. Whatever the case, these Warlocks are feared and respected for their ability to influence others via dreams, and to strike enemies at their most vulnerable.
Expanded Spell List
The Dreamer 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.
Dreamer Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
|
1st |
Sleep, Tasha's Hideous Laughter (TCoE) |
|
2nd |
|
|
3rd |
Aura of Vitality (PH), Catnap (XGtE) |
|
4th |
|
|
5th |
Robust Rest
Starting at 1st level, your patron empowers your rest. At the end of a Short Rest, when you or an ally expends one or more Hit Dice to regain Hit Points, those creatures may roll one additional Hit Die and add the result to the amount of Hit Points regained, adding their Constitution modifier as usual. If the amount of healing would exceed the target's Hit Point Maximum, they gain Temporary Hit Points equal to the excess. The number of bonus Hit Dice rolled increases to 2 additional die at 6th level, 3 at 12th level, and 4 at 18th level.
Alternatively, when you finish a Short Rest, you may designate a number of targets equal to half of your Proficiency Bonus to regain spell slots as you do. Each of them foregoes the ability to expend hit dice to regain Hit Points for that Short Rest, and instead may expend a number of Hit Dice less than or equal to your Proficiency Bonus to regain that many spell levels (for example, with a Proficiency Bonus of +4, you may target up to 2 creatures to regain one 4th level spell, two 2nd level spells, a 3rd level spell and a 1st level spell, or four 1st level spells).
Once you use this feature, you can’t use it again until you finish a long rest.
Wakeful Slumber
At 1st level, your patron has granted you the ability to sleep while fully aware of your surroundings. You only require 4 hours of sleep to benefit from the effects of a Long Rest, and you cannot be surprised while sleeping.
Enchanted Dreaming
Starting at 6th level, your abilities grow in their capacity to put creatures to sleep. When you cast a spell or use an ability that would magically put creatures to sleep, you may choose to ignore any abilities your target(s) may have that would prevent them from being charmed or put to sleep.
In addition, you may roll an additional d8 when determining how many hit points of creatures the sleep spell can affect. This extra dice increases to an additional 2d8 at 12th level, and to 3d8 at 18th level.
Induced Dreaming
Starting at 10th level, your patron punishes those who stand against you, and rewards those who fight at your side. As an action, you may force a creature within 60ft of you to make a Wisdom saving throw against your Spell Save DC. A creature may choose to automatically fail the save. On a failed save, the target falls asleep and is affected by the unconscious condition for 1 minute.
When an allied creature is put to sleep this way, they immediately regain 2d10 Hit Points as soothing dreams wash over them, and an additional 5 Hit Points at the beginning of each of their turns as long as they are asleep. You may choose to end the unconscious condition as a bonus action.
When a hostile creature is put to sleep this way, they immediately take 2d10 Psychic Damage as they are assailed with terrifying nightmares. This damage does not cause them to wake up. If the target wakes up before the end of this ability, they are affected by the frightened condition.
You may use this ability a number of times per day equal to your half your Proficiency Bonus, rounded down, and you regain all expended uses on a Long Rest.
Dreamwalker
Starting at 14th level, your patron grants you dominion over dreams. You gain immunity to the unconscious condition. Additionally, whenever you finish a Long Rest, you and any number of creatures you designate are considered to be under the effect of a Fortune's Favor spell (EGtW), and also benefit from your "Wakeful Slumber" ability.
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