Warlock
Base Class: Warlock

Your pact is with an evil being from beyond the veil of sleep, an amalgamation given power from the horrid dreams of every sentient mind. The creature itself seeks to use you to sate it's hunger and make it's designs upon the world and offers you a modicum of it's power until it is able to break free of the dreamworld and wreck havoc on the mortal plane. Whether you seek to bring chaos on the world for it's transgressions against you, or believe that only you can  hold this evil being back from devouring the dreams of others and making it's way into the world,  you are tormented by it's presence, robbing you of sleep and whispering dark thoughts into your mind. 

Expanded Spell List

The 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.

Nightmare Expanded Spells
Spell Level Spells

1st

Absorb Elements, Thunderwave

2nd

Blur, Magic Weapon

3rd

Blink, Fear

4th

Phantasmal Killer, Greater Invisibility

5th

Destructive Wave, Far Step

Eternal Hunger

Starting at 1st level, when a creature (friend or foe) dies within 60ft of you, you may use you bonus action on your next turn to heal for 1d4 + your charisma modifier. You can use this feature up to 3 times, before needing a long rest to replenish it's uses.

Shroud of Darkness

Starting at 6th level, your patron's darkness seeps out from you in moments of harm. When hit by an attack or spell, you may choose to negate it's damage or affect entirely. You must elect to do this before damage is rolled, or any savings throws are attempted. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

Mass Paranoia

Starting at 10th level, you can unleash the true visage of your patron, striking fear and terror into those around you. All creatures within 150 ft must make a charisma saving throw against you spell save DC, on a fail they take 5d12 psychic damage and receive 1 point of exhaustion, as your patron seeps into their minds and gnaws on their hopes and dreams. If they succeed they take half damage and are frightened.

You can only use this feature once per long rest.  

Unspeakable Horror

Starting at 14th level, you have bonded with your patron enough to invoke their presence in the world for a short time. At the start of one of your turns, or at any point outside of combat, you may pull your patron through to the material plane for up to one hour. This grants your character the following effects: 

  • You appearance transforms to match that of your patron, you force all creatures who witness your transformation to make a charisma saving throw against your spell save DC, if they are friendly and know of your patronage they have advantage on the saving throw, on a failure they become frightened of you. 
  • You lose the ability to cast spells, but retain the ability to use all your class features. If you have already used any of these features prior to your transformation, you regain all expended uses.
  • You gain immunity to all non-magical damage and resistance to fire, water, psychic, and necrotic damage.
  • You gain proficiency in shortswords, the feat 'Dual Wielder' and summon two, +2 shortswords that deal an additional (1d6) psychic damage.  
Pact Of The Nightmare Image

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