Warlock
Base Class: Warlock

The power of the Dreamweaver stems from the subconscious, whether it is obvious or not. The patron of the Dreamweaver may be an all-powerful being of immeasurable magical strength or a godly fragment of your own fractured consciousness. Your pact with a cerebral powerhouse has granted you command over the subconsciousness of yourself or others. As a warrior of dream your weapons and tools are able to manifest from out of seemingly thin air. 

Expanded Spell List

The Dreamweaver 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.

Dreamweaver Expanded Spells
SPELL LEVEL SPELLS

1st

sleep, zephyr strike

2nd

detect thoughts, hypnotic pattern

3rd

phantom steed, major image

4th

phantasmal killer, hallucinatory terrain

5th

dream, seeming

Dreamweaver's Grasp

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • If the cursed target dies, you gain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

Steward of the Subconscious

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Endless Possibility feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Inter-Realm Retreat

Starting at 6th level, you can step into the dream plane in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

Lucid Dreamer

Starting at 10th level, you can alter your surrounding by drawing from the realm of dreams. As an action, you may alter the landscape by pulling landforms or structures from the dream realm, however, any creature must not be in immediate harm as a result of this action. You must make a Charisma saving throw against your warlock spell save DC. On a failed save, you are stunned. On a success, you alter your surroundings in a minor way you dream possible (DM discretion).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Domain of Delirium, Disaster, and Delight

Starting at 14th level, you can plunge a creature into the dream 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) as well as blinded as its mind is transported 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.

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

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