Base Class: Warlock
There are people out in our world who feel powerless against their oppressors. Once in a while, those lacking the power make a wish for the strength to rise above. Sometimes, when the wish is pure and desperate, the wish is answered. In the dreams of the wishful, they will be visited by the twins. One of the twins is a druidic Kalashtar connected to the realm of dreams and fey who seeks to heal the brokenness in the souls of the tormented. The other is a vengeful protector who takes the form of the nightmarish Kalaraq Quori. Each represents a side for the broken to choose, and each only wish to better their warlocks. The price for this protection and power is not one to be taken lightly. During each long rest, the follower must sleep (regardless of their need to sleep) and must spend the night patrolling the realm of dreams and sometimes engaging in battle with those who seek to bring the darkness back to the realm of dreams.
Your patron is the Twins that rule the realm of dreams. The twins represent the duality of the dream realm; dreams can be a blissful reprieve from the fears that exist in the waking world, but nightmares can provide us with insight and the courage we require to face the horrors of the material plane. This patron can aid in harnessing the magic associated with the stars and dreams.
Expanded Spell List
The Twins let 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.
Twins Expanded 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 |
dominate person, reincarnate, seeming, telepathic bond, greater restoration |
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6th |
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7th |
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9th |
Dream Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of dreams and nightmares. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Dreamer’s Escape
Starting at 6th level, you can tap into the healing nature of the dream realm. You can vanish in a puff of healing energy in response to a threat. Once per short rest, you can use a reaction to teleport up to 60 ft and heal for 2d6 hit points. You can do this a number of times equal to your proficiency modifier.
Guidance or Grace
Beginning at 10th level, your patron teaches you how to harness the power to avenge or protect. Bolster your party or bring the wrath of the stars to your attacks.
Once per day, as an action, you can grant up to a number of creatures you can see within 60 feet equal to your proficiency bonus advantage on saving throws for one minute and each gain 2d10 temporary hit points. Alternatively, you could give yourself a bonus 2d10 radiant damage to all attacks for 1 minute.
Vengeance or Protection
Starting at 14th level, the energy of your patrons protects and invigorates you, allowing you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice within 30 feet of you either takes radiant damage equal to 2d8 + your Charisma modifier, or each creature of your choice within 60 feet regains hit points equal to 2d8 + your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
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