Base Class: Warlock
Whether it’s the groans and stench of undead, the monster you swear hides in your closet, the lightless depths of the sea or the scary lady that lives down the street, everyone fears something. These fears may be rational or highly irrational, but are potent nonetheless.
You’ve entered into a pact with fear itself. Your patron might be an otherworldly monstrosity that sustains itself on fear; consuming fright like a tasty treat, or maybe it’s an entity that exists as a manifestation of your nightmares; a spirit of terror from the Plane of Dreams brought to life through your worst fears.
Give extra thoughts to your warlock’s fears and how they may manifest in this subclass’ features! If your warlock character is afraid of heights, the illusory scene created by your Manifest Nightmare feature may look drastically different to if they were afraid of the undead or the deep sea, for example.
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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Manifest Nightmare
At 1st level, you can manifest your nightmares to imbue terror in your foes. As an action, you can create a nightmarish illusory scene within 60 feet of you that fits within a 40-foot cube. The scene lasts for 1 minute or until you’re incapacitated. You decide the appearance of the scene, which can be made up of visual, auditory and olfactory illusions, but not physical ones.
Any creature you choose that starts their turn inside the area, or who moves into it, must make a Wisdom saving throw. On a failed save, a creature is considered frightened of both you and the illusory scene itself. A frightened creature can reroll their save at the end of each of their turns, ending the condition on a success.
You can use this feature once per short rest.
Eyes in the Dark
Also at 1st level, a fragment of your patron always follows you, aiding your senses and reflexes. You can add your Charisma modifier to your initiative rolls and to your Passive Perception score. You also gain darkvision out to a range of 60 feet. If you already possess darkvision, it is instead extended by 30 feet.
Master of Fear
At 6th level, you’ve conquered your own fears. You are considered immune to the frightened condition.
Veil of Terror
At 10th level, you can weave your illusory magic to shroud your presence. While you’re inside the area created by your Manifest Nightmare feature, you can use your bonus action to turn invisible. However, this invisibility is limited; you are only invisible to creatures within the 40-foot cube created by your Manifest Nightmare feature, and fully visible to any creature outside it. You remain invisible until the beginning of your next turn, or until you cast a spell or make an attack roll.
You can use this feature a number of times equal to your Charisma modifier per long rest.
True Nightmare
At 14th level, you embody the aspect of fear and are a living nightmare. You have advantage on all attack rolls made against frightened creatures, and whenever a frightened creature is reduced to 0 hit points within 60 feet of you, you gain a number of temporary hit points equal to your warlock level.
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