Warlock
Base Class: Warlock

Your patron is Meludriem, the Horned Man—an entity woven from half-truths, buried longing, and dreams that never should have taken form. His visage is striking and surreal: a tall, ethereal figure whose horns spiral like ancient obsidian roots, and whose face bears a regal, goat-like structure that feels more myth than mortal. His skin shimmers faintly with starlight, and his robes trail like mist caught in moonlight.

Meludriem does not walk—he drifts, floats, glides. His movements are elegant, almost theatrical, like a performer bound to unseen strings, too fluid and too precise to be human. He speaks softly, and his voice echoes in the mind long after he falls silent.

Meludriem offers power through dreams—promises of fulfillment and salvation whispered into the soul. But all dreams have a cost. To be bound to him is to trade fragments of memory, pain, or identity for magic shaped by longing. His covenant is not of chains or fire, but of velvet shadows and forgotten names.

Expanded Spell List

3rd-level Meludriem feature

Your connection to Meludriem grants you access to an expanded list of spells when you learn warlock spells. These spells embody the ethereal and dreamlike nature of your patron and are always considered warlock spells for you.

Spell Level  Meludriem Spells        
1st detect evil and good        
2nd phantasmal force        
3rd create food and water        
4th phantasmal killer        
5th creation        
9th wish        

Level 6: Dreamwalker's Gift

6th-level feature

Meludriem blurs the veil between your body and the realm of dreams, allowing your form to drift unnaturally through the waking world.

As a bonus action, you can shroud yourself in dreamstuff—half-fog, half-memory—and gain a flying speed of 30 feet for 10 minutes. You don’t flap wings or propel yourself—you float, your motion fluid and surreal, as if dancing on strings only you can feel.

You can use this feature once per long rest, or again by expending a Warlock spell slot.

While this feature is active:

  • You do not provoke opportunity attacks while flying.

  • When you move more than 10 feet in a single direction, you leave behind a faint trail of glowing footprints, visible for 6 seconds before fading (or longer if in dim/darkness).

  • Any creature that ends its turn within 5 feet of you must succeed on a Wisdom saving throw (DC = your spell save DC) or experience a fleeting hallucination—a whisper, a shadow, or a long-forgotten memory. They have disadvantage on their next attack roll until the end of their next turn. (This can affect each creature once per use of Dreamwalker’s Gift.)

Cradle of Forgotten Things

10th-level Meludriem Feature

When you retreat into Meludriem’s realm, you can pull up to five willing creatures you can see within 30 feet into the folds of the Dreaming Court with you. This realm is not a place, but a moment—paused in time, suspended in soft light and the silence of memory.

As a bonus action, you can release any number of creatures from the dream-space. All are released if you die or willingly return to the waking world.

Anyone (including you) who lingers in this pocket of stillness for at least 10 minutes gains the benefits of a short rest. When spending Hit Dice to heal within this space, creatures regain additional hit points equal to your proficiency bonus. Time stretches and forgets itself here—memories blur, pain dulls, and secrets whisper like wind through curtains.

Dreamwoven Indulgence

14th-level Meludriem feature
You whisper your longing into the folds of unreality, and Meludriem listens. As an action, you can speak a desire aloud, invoking the effect of one spell of 6th level or lower with a casting time of 1 action. The spell can be from any class’s spell list, and you ignore all casting requirements, including costly components; the magic manifests as if plucked from a dream.

Once you use this feature, you can’t use it again until you finish 1d4 long rests, as reality slowly reknits itself around your wish.

False Boon
Once ever, at your DM’s discretion, Meludriem grants a twisted version of your wish—still powerful, but unsettling. For example: summoning aid that looks like your long-lost clan, or a healing spell that feels like time reversing.

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