Warlock
Base Class: Warlock

Your Patron is a being that inhabits the ethereal world of dreams, Imagination, Chance and the pathways that dictate what was from what could have been. Realms such as this can take many forms; be it the whispering touch of a spellcaster's influence on your own resting mind, The realm of metaphysical nature that can turn a Beholder's terrors into reality or even the Astral sea itself where mighty and majestic beings drift on the many stars around it. Creatures that hold such pacts are usually those with links to the forces that dreams can manifest, or those that leave scars in the form of attacks upon dreaming minds. Night hags, Quori or even creatures that possess a potent link to dreams themselves such as Gold dragons may enact in this pact, sharing their link to the dreamlands with chosen pact bearers. 

Being connected to the realm of dreams in such a way, be it through the touch of a nightmare or the embrace of a sweetened slumber; often changes a person in strange ways. You may find yourself driven to places of great comfort or great unsettling atmosphere; with a presence that calms the mind or perhaps leaves those around you feeling restless and leaving it hard to slumber in your presence. You may be driven to hunt your opposing nature, to spread a soothing comfort to the restless or to stir the veil of soothed minds into a disturbed array of whispering fear. But be your patron of soothing touch or disturbing claw, You know your mission is given not by your waking thought... to walk amongst the awoken and manifest dream into reality; be it yours... or your patron's. that, is your purpose. 

Waking Slumber

At first level; your pact with the dreamers grants you A subconscious doorway into the world of dreams and it's ethereal nature. You gain the cantrip Minor illusion, which does not count against the number of cantrips known and can cast it without semantic or verbal components. When casting it; You may further it by choosing between it's Sweet dream Or Nightmare form, giving it an extra use and one enhanced ability. you may only use the enhanced ability a number of times equal to your proficiency modifier per short rest. 

When casting it as a sweet dream; you can perform the following as long as the illusion remains:
• grant a creature advantage on any Attack roll, Skill check or saving throw as a reaction as a reaction while concentrating on the spell as long as the creature is within 30ft of your creation
• Enhanced: Grant the creature you are giving advantage to, Temporary Hp equal to your Charisma modifier + half your warlock level rounded down

While casting it in its nightmare form; you can perform the following as long as the illusion remains:
 • Impose disadvantage on any Attack roll, Skill check or saving throw as a reaction while concentrating on the spell as long as the creature is within 30ft of your creation
 • Enhanced: If a creature fails a roll due to this, Deal Psychic damage equal to Charisma modifier + half your warlock level rounded down

Well Rested

As part of your magical pact with the realms of slumber; You gain the ability to alter your self in minor ways when you enter the realm of dreams. Starting from first level, Whenever you successfully finish a long rest, You may swap out your warlock spells, up to a number of spells equal to your proficiency modifier. 

Presence Of the Resting

Your bond to the realm of dreams has only strengthened, and as such it has begun to manifest itself in strange ways through you. At sixth level; you may enter the realm of dreams and benefit from the knowledge it bears for you and your own. When you are sleeping, asleep, or under the effects of magical sleep; you are considered aware of your surroundings as if under the effect of the clairvoyant spell. Due to this, creatures do not gain advantages or bonuses to you being asleep, such as bonuses to stealth or slight of hand.

As part of your strengthened connection to the dream; you may enter the veil of Slumber and Pull power from it's formless nature. When you cast a spell from the Illusion or Divination schools of magic; you can manifest a Mote of Rest around your body, appearing as a manifestation of your dreams. You may only have one of these motes active at a time, allowing you to expend it as a reaction to add, or subtract, your charisma modifier from any save, check attack or damage roll you can see, including your own. These motes remain for up to an hour, at which point you must cast another spell from these two schools to manifest a new mote. 

Manifest Dream

Starting at 10th level; Your connection to the realm of dreams has begun to leak into the waking world, coating you in its ethereal Veil. You can now have two Minor illusions present at any time and losing concentration due to damage only dispels the first or oldest illusion made, leaving the newest untouched. Additionally, once per long rest, during your long rest, you may cast one of the following.

- Scrying
- Legend Lore
- Commune (in regards to your patron, instead of a divine)
- Dream (may only cast if you are not under the effect of this feature's cooldown)

When you cast one of these spells, you cannot do so again for another 2d4 long rests/days, or else take one level of exhaustion for every spell cast. Casting one during this time adds 2 more long rests/days to the amount of rests until you can safely use the spell again. 

Sleepwalker

At the peak of your power, at 14th level; you have become one with the dream and through it, you may now manifest your greatest dreams... Or your greatest nightmares.

Once per short rest; As long as you have half your hit points or higher, you may choose to fall under the effects of magical sleep as an action. In this state, you may manifest the illusionary form(s) of any creature with:

-1 creature with a cr equal to or lower than half of your total warlock level rounded down
-2 creatures with a cr equal to or lower than a third your total warlock level rounded down
-4 creatures with a cr equal or lower than a quarter of your total warlock level rounded down

That you have seen and have familiar knowledge of within the last 7 days; whether it be in person or simply an image. (The creature MUST have a stat block and not be a 'named' or unique creature/npc such as Vecna, certain demon lords, Volo etc). In this state, your body is considered incapacitated and you instead gain control of the figure(s) you have conjured, acting after your turn in initiative. These creatures have resistance to all forms of damage but vulnerability to psychic and can move through the spaces of other creatures. These creatures do not gain access to interaction, lair or legendary actions, other resistances, or understand languages that you yourself do not. They may go invisible on their turn; but cannot make attacks when invisible. If slain or dispelled from your awakening; creatures within 5ft of them must make a wisdom saving throw or take the illusion's cr in Psychic damage.

Attacks against your body, result in concentration checks to maintain these illusions; dispelling them and awakening you on a failure. If not attacked, the Illusions fade naturally after 10 minutes, granting you 1 roll of your hit die in hp as a very minor rest. 

The Dreamer Additional Spells

The Dreamer grants you spells when you reach the appropriate level. The following spells are added to the warlock spell list for you.

Dreamer Expanded Spells
Spell Level Spells
1st alarm, Sleep 
2nd Augury, Spiritual Weapon
3rd Phantom steed, Spirit Guardians
4th Arcane eye, Phantasmal Killer 
5th Contact Other Plane, Dominate Person

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