Base Class: Warlock
You have entered a pact with an eternally dreaming whale of the deep seas that has dreamed for countless ages and may dream for countless more.
Within the endless Dream, this dream is so powerful it has become a world unto its own: a sea that spans an infinite realm of sleep, connecting to those who minds are strong enough to reach it.
Warlocks who chose this Patron have somehow accessed The Dream, bringing them into contact with this ancient, sleeping being. These connections often happen at sea or upon the shoreline, beginning with fleeting visions, then lucid dreaming in a prismatic sea the night after.
This subclass is from the book: Why Slay Dragons When You Could Be FISHING!
DREAM WHALE SPELLS
1st Create or Destroy Water, Sleep
2nd Detect Thoughts, Calm Emotions
3rd Blink (instead of the ethereal, you walk through The Dream), Water Walk
4th Confusion, Control Water
5th Telepathic Bond, Modify Memory
Dreaming Waters
level 1
· (Action - At Will). You conjure a swirling, watery serpent that shares the same space as you. You can only have one Dreaming Waters conjured at a time. After 1 Minute, or when you take an Action to do so, the Dreaming Waters is dismissed, and any effect that it has granted ends. ·
· (Bonus Action - At Will). You may move your conjured Dreaming Waters onto a willing creature within 60 ft.
· While targeted by Dreaming Waters, if they are targeted by a spell that would call for a mental Saving Throw, (Intelligence, Wisdom, or Charisma), and fail that Save, you may spend your Reaction to roll your own Charisma Saving Throw against that effect.
· The Dreaming Waters returns to you if you become separated by more than 100 ft
Fade into Dreaming
level 1
(Action - Proficiency Bonus/Long Rest). You can cast the Sanctuary spell upon the creature targeted by Dreaming Waters. This does not consume a Spell Slot or require material components.
Daydream Lullaby
level 6
(Action - Charisma Modifier/Long Rest). You may choose a single creature you can see within 30 ft. of your Dreaming Waters. They must make an Intelligence Saving Throw (Warlock Spellcasting DC). · On Failure: The target has Disadvantage on attacks and Ability Checks, and must make Concentration Checks (DC 10) in order to cast spells for 1 Minute or until the Dreaming Waters is dismissed. Additionally, any Charm effects currently active on the creature ends. A creature can repeat the Saving Throw at the end of each of their turns, ending the effect on themselves on a success. If a creature’s Saving Throw is successful or the effect ends for them, the creature is immune to this effect for 24 hours.
Damage Resistance
level 6
You gain Resistance to Psychic Damage
Condition Advantage
level 6
You gain Advantage on Saving Throws against Charm and Fear effects.
Dream Ward
level 6
(Special - Proficiency Bonus/Long Rest). You can grant the following to a creature targeted by your Dreaming Waters. This feature can only be used once during your turn. · The target gains Resistance to Psychic Damage. · The target gains Advantage on Saving Throws against Charm and Fear effects
Dream Conduit
level 10
When you cast a spell, you may choose to have the spell originate from either yourself, or your Dreaming Waters.
Additionally, the range at which you can shift your Dreaming Waters onto another creature increases to 120 ft., and the maximum range it can be separated from you increases to 150 ft.
The Shore of Dreams
level 14
(Special - 1/Long Rest). After casting for 1 Minute, you and up to 5 willing creatures are brought into The Dream. While within The Dream, all targets may gain the benefits of a Short Rest. At the conclusion of this rest, all targets gain the Dream Whale’s blessings: · Each target that rested in The Dream gains 3d8 Temporary Hit Points, cannot be Charmed, and see through all illusions, including invisibility. These effects last for 1 Hour.
· While targets experience this rest as lasting for 1 Hour within The Dream, only 1 Minute passes in reality
Dreaming Waters Mastery
level 14
When you conjure your Dreaming Waters, it can now only be dismissed by taking an Action to do so, or when you complete a Long Rest.
Previous Versions
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8/1/2024 7:17:09 AM
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10/6/2024 3:49:03 AM
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