Warlock: Pact of the Dreamer in Vallasea | World Anvil
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Warlock: Pact of the Dreamer

Your patron is a powerful inhabitant of the Plane of Dreams, who may appear to you in many shifting forms. Beings of this sort can grace the world with peaceful dreams or horrific nightmares, their motives understood by few.  

Expanded Spell List

The 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.
Dreamer Expanded Spells
Spell Level Spells
1st Sleep, Sudden Awakening
2nd Calm Emotions, Phantasmal Force
3rd Catnap, Slow
4th Confusion, Phantasmal Killer
5th Commune, Creation

Shielded Mind

Starting at 1st level, your connection with your patron has fortified your mind. You gain resistance to psychic damage.  

Sleep Mastery

Also at 1st level, you no longer require sleep and magic cannot put you to sleep unless you allow it. You still require rest to reduce exhaustion and still benefit from finishing short or long rests.  

Wayward Dreams

At 6th level, you can forcefully bring a foe's dreams to the front of their mind. When a creature makes an attack roll against you, you can use your reaction to conjure up visions of a personal dream. The creature must make a Wisdom saving throw. On a successful save, it makes the attack with disadvantage. On a failed save, the creature falls unconscious until the start of it's next turn.   Once you use this feature, you cannot use it again until you finish a short or long rest.  

Lucid Visions

At 10th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided you can see the illusion.  

Waking Nightmare

At 14th level, you can plunge enemies into a realm of their own nightmares. As an action, choose a number of creatures equal to your Charisma modifier that you can see within 60ft of you. These targets must make a Wisdom saving throw. On a successful save, a target takes 5d10 psychic damage and suffers no other effects. On a failed save, the target also becomes frightened of you for 1 minute and takes an additional 2d10 damage psychic damage if it begins its turn within 30ft of you.   While frightened, the creature thinks it is lost in a nightmarish realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. This effect ends early if the creature takes damage other than that caused by this feature.   You must finish a long rest before you can use this feature again.

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