Base Class: Warlock
In the world of dreams, just next door to our reality, there resides an enigmatic figure called the King of Dreams. Among the archfey, the King of Dreams is especially interested in the goings-on of the material world, and by his own admission, fascinated with the quaint machinations of mortal politics.
Those who have an innate or even learned connection to the world of dreams may find this being watching them. If they prove interesting enough, he may even extend the offer of a pact. Warlocks who treat with the King of Dreams need rarely worry for their souls, but should expect to perform many, many favors as part of their pact. Some of these tasks will seem trivial or even nonsensical, but the King's love of political drama is sure to see his warlocks embroiled in high-profile scandals at some point.
Expanded Spell List
Your connection to the King of Dreams allows you to 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.
King of Dreams Spells
| Spell LEVEL | SPELL |
|---|---|
|
1st |
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|
2nd |
enhance illusion, instill falsehood |
|
3rd |
|
|
4th |
|
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5th |
Ward of the Dream King
When you make your pact at 1st level, the King of Dreams takes you under his protection. While you sleep, you gain the following benefits:
- When you fall asleep, you may cast alarm without providing any components.
- When you cast alarm this way, the alarm also alerts you when a magical effect enters the warded area.
- While you sleep, your dreams cannot be entered or altered against your will.
Shackles of Slumber
Starting at 6th level, you can control whether people wake from their dreams. When you cause a creature to fall unconscious, it remains unconscious for an additional 1d8 hours. You may use your action to extend sleep or unconsciousness you did not cause by 1d8 hours. A creature affected by this feature cannot be awoken by any means until the additional hours have passed. You may use your action to end this effect on a creature early, immediately waking them.
Tranquil Repose
At 10th level, the King of Dreams extends some assistance to you and your party. When you and those within 30 feet of you sleep, your dreams are pleasant and restful, and you are immune to the spell dream or similar effects. When you complete your long rest, you recover an additional 2 Hit Dice.
Shared Reverie
At 14th level, you gain the ability to control the dreams of others. If you do not know the spell dream, you learn it. If you already know it, you gain the ability to cast dream without using a spell slot. Once you cast dream this way, you must complete a long rest before doing so again.
When you cast dream, you may designate up to 6 creatures, including yourself as messengers. All messengers enter the dream of the target creature together, sharing control of the environment of the dream. They may control their appearances as they wish.
As the dream begins, you may designate a piece of information you believe the target knows. If you do so, the magic of the spell subtly guides the mind of the target to produce a dream that can lead the messengers to the desired information, so long as the messengers do not turn the dream into a nightmare or otherwise disrupt the flow of the dream too much. The exact content of the dream - and whether, for instance, any combat is involved - is decided by the GM. All damage dealt to either messengers or the dreamer, is psychic damage, though it will look and feel as though it were damage appropriate to whatever caused it.
If any of the messengers make themselves or the environment nightmarish, the dream immediately becomes a nightmare. Each messenger then takes a single turn. During their turns, each messenger can take a single action or make a single attack. The target creature, if hit, takes psychic damage instead of the attack's normal damage type. Once all messengers have taken their turns, the spell ends.
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