Base Class: Warlock
Your made a pact with the Living Nightmare a being born from the fear of all motral in the Dream realm. This being resides in the shadow region of the Dream realm. This Patron aims are shrouded in dread and chaos, its motivations to bring corruption to the Dream realm. Its warlocks are able to bring forth the power of the Living Nightmare into the waking world. Beings of the Living Nightmare include the Matron of Nightmares, The Dreamstalker, The Nightmare King
Expanded Spell List
1st-level Living Nightmare feature
The Living Nightmare 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.
Living Nightmare Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Cause Fear, sleep |
| 2nd | crown of madness, phantasmal force |
| 3rd | bestow curse, fear |
| 4th | phantasmal killer, private sanctum |
| 5th | dream, mislead |
Night Terrors
1st-level Living Nightmare feature
You manifest an aspect of your patron’s dreadful realm. As a bonus action, can inflict additional psychic damage to a creature you have damaged equal to your charisma modifier. You can use this feature a number of times equal to you PB per short Rest
Dream Veil
1st-level Living Nightmare feature
Your connection with the Living Nightmare has protected your mind. You gain resistance to psychic damage.
Dream Walker
6th-level Living Nightmare feature
Your patron bestows you with the ability to temporarily exist within the dream realm.
Once per long rest, you can become insubstantial for 1 minute. While in this form, you cannot interact with the material plane. If you end your turn inside a solid object, you take 1d10 force damage. You can enter back into the material plain as a bonus action.
Dreadward
10th-level Living Nightmare feature
The Living Nightmare grants you protection from mundane dreams and nightmares within its realm.
You gain immunity to the Frightened and Charmed conditions. Additionally, your Night Terrors' damage is doubled when targeting a creature that is already frightened.
Nightmare Incursion
14th-level Living Nightmare feature
You bring forth from the realm of nightmares the true fears of creatures you target.
As an action, you manifest the living nightmares within five creatures of your choice within 60ft that you can see.
The creatures must make a wisdom saving throw against your warlock spell DC. On a failed save they become Incapacited for 1 minute and take 6d6 psychic damage. On a sucessful save they take half damage and are not incapacited. Affected creatures can repeat the saving throw at the end of each of it's turns to end the effect.
Once you use this feature, you can’t do so again until you finish a long rest.
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