Base Class: Warlock
Sleep is an affliction that plagues the mortal races, leaving them vulnerable to the terrors that lie within their own minds. Yet, it is something sought and desired, for without it, death is inevitable.
When the first sentient minds gazed out onto the infinite they were awestruck by the possibilities and horrors of what could be. One such mind retreated into the very corners of itself to be rid of the nightmares of reality. This being became known as The Eternal Dreamer, an entity lurking on the edge of sleep and wakefulness giving yet taking rest and dreams of mortals whose minds touch it's ancient alien embrace.
Whether through nightmares, insomnia, or something else you have spent many nights in a sleepless trance. Through this your wandering mind and brushed against the alien mind that is The Eternal Dreamer. In return for the rest you crave your mind becomes more of your new lord.
Hasteful Slumber
At 1st level, your patron has granted you a brief measure of the rest you desire. As an action, you can fall unconscious until the start of your next turn, and regain hit points equal to 1d8 + your Charisma modifier. While unconscious through the use of this trait, you have resistance to all damage and critical hits are considered as normal ones. Once this ability has been used, you can’t use it again until you take a short or long rest.
This die count increases to 2d8 at 11th level and 3d8 at 17th level.
Expanded Spell List
The Eternal Dreamer 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.
1st: Sleep, Bless
2nd: Gentle Repose, Silence
3rd: Catnap, Blink
4th: Phantasmal Killer, Mordenkainen’s Faithful Hound
5th: Commune, Legend Lore
Sleeping Nightmare
At 6th level, The Eternal Dreamer's alien mind has warped yours allowing you to make others comprehend the full nightmare of their waking state. When you take damage from a creature within 60 feet of you, you can use your reaction to try to cause the creature to fall asleep or realise the terror of reality. The target must make a Constitution saving throw against your spell save DC or fall unconscious until the end of its next turn. On a successful save it has disadvantage on the next ability check or attack roll it makes. You can use this feature a number of times equal to your Charisma modifier per long rest.
Dreaming Not Dead
Beginning at 10th level, The Eternal Dreamer's sway over slumber has, in a twist of irony, caused you to be unable to join them in the border between worlds. When you roll death saves, you add your charisma modifier to the number rolled.
Waking Dream
At 14th level, you have learnt to draw the dreams from others to suppress the fear your own mind now traps you in. As an action, choose a number of creatures equal to your Charisma modifier within 60 feet of you to take an Intelligence saving throw against your spell save DC. Taking 4d10 psychic damage and becoming frightened of you until the end of your next turn on a failed save, or half as much damage on a successful save. You gain temporary hit points equal to half the damage one creature takes from this feature.
Once this ability has been used you can't use it again until you finish a long rest.
Previous Versions
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