Warlock
Base Class: Warlock

Your patron is a mysterious being known to most only as The Sandman. He is a being of both hapiness and vengeance that exists to bring joy to the good hearted people of the world through dreams, and also to punish the wicked with nightmares. He has found you through the Dreamscape, and has discovered you too have a similar desire to bring hapiness to others. In this he gives you a portion of his power so that you can contribute to his methods. You now have the ability to weave the dreams of others in a way that gives them joy, and the added ability to enforce nightmares on those of cruel or evil nature.

Sandman Expanded Spells

The Sandman 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.

Spell Level & Spells

1st
Sleep, Alarm

2nd
Silence, Calm Emotions

3rd
Catnap, Wall of Sand

4th
Phantasmal Killer, Greater Invisibility

5th
Modify Memory, Greater Restoration

Sweet Dreams

At 1st level you automatically know the Dream spell, it does not count against your total number of warlock spells and once per dusk you can cast it without consuming a spell slot. The spell undergoes the following changes if cast using this feature.

• The spell has no verbal component and material componet becomes a pinch of sand

• The target must be within 60 feet of you

• You cannot deliver a message or become a monstrosity within the targets dream but still have the ability to shape the environment, create objects, and create images.

Any target affected by this feature during a long rest gains advantage on the first saving throw they roll for within the next 24 hours.

Umbrella of Ole

At 6th Level you gain a magic umbrella gifted to you by the Sandman himself. When this umbrella is held by you it can be used as both an arcane focus and an imporvised weapon you have proficiency with. You can also use a bonus action to open or close the top of the umbrella.

Whenever the top of the umbrella is opened you recieve the following effects.

• You gain a flying speed of 15 feet

• Any creature of your choice within 10 feet of you has advantage on saving throws against being Frightened, or Stunned.

Spirit Of The Sand

At 10th level your essence becomes closer in nature to that of the Sandman. You can use your bonus action to turn any soil or rock based terrain underneath your feet into a 20 foot radius of sand. This area of sand imposes disadvantage on all Dexterity saving throws for enemy creatures inside the area and is considered difficult terrain for all enemies that move within it.

This feature can only be used once per short or long rest and the sand returns to being whatever soil or rock it originally was after 24 hours.

Dream Weaver

At 14th level your body becomes a living vessel of the Dreamscape, giving you the supernatural gift to make any hostile creature that ends their turn within 10 feet of you roll a Constitution saving throw (DC 13) with disadvantage. If they fail the saving throw they are temporarily unconscious until either the end of their next turn, they are attacked, or someone uses an action to shake or slap them awake. Additionally your base pool of dice used to roll for the Sleep spell is increased to 6d8.

Servant Of Morpheus

Eldritch Invocation

Prerequisite:4th Level, Sandman Subclass, Pact Of The Chain Feature

Your familiar gains the additional special form of a Dust Mephit.

You also gain the following benefit:

Whenever your familiar is in the form of a Dust Mephit and is within 15 feet of you, all desert and sand based difficult terrain costs you no extra movement.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2020 1:09:59 AM
23
1
5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes