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Otherworldly Patron
Comments from the Finger: Mr Sandman, bring me a dream.

The Dreamer

 

Your patron is a being from beyond your world, who communicates with you only in dreams. They might appear as a wise tutor, a frightening monster, or remain unseen, but their origins and motives are a mystery. What is known is that their presence at night has bestowed you marvelous power over sleep and dreams.

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 Spell List

Spell Level Spell
1st alarm, dissonant whispers
2nd augury, phantasmal force
3rd clairvoyance, feign death
4th divination, phantasmal killer
5th dominate person, modify memory

Coma
Starting at 1st level, you learn the sleep spell. It is a warlock spell for you, and it doesn’t count against the number of warlock spells you know. When you cast the sleep spell, the number of hit points worth of creatures the spell can affect is doubled.

Nightmare
At 6th level, you can bring your foes worst fears to the surface. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, that creature is frightened of you until the end of your next turn.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Dream within a Dream
At 10th level, you learn the dream spell, if you don’t already know it. It is a warlock spell for you, and it doesn’t count against the number of warlock spells you know. If you already know it, you can learn another spell from the warlock spell list. You can cast this spell as an action if you can see the target of the spell. When you do so, you can condense up to 10 minutes of events in the target’s dream to only a moment of real time.
     If you force the target to make a Wisdom saving throw or take damage from a nightmarish vision, you can increase the damage to 10d6 psychic damage on a failed save, or half as much on a successful one. The target instantly awakens after making this saving throw.

Sleepwalk
At 14th level, as an action, you can touch a creature that is asleep, drawing them into a sleepwalking stupor. The creature becomes charmed by you until they are no longer unconscious or until you finish a long rest. While charmed in this way, the creature can move and take actions as if they weren’t unconscious, and obeys your verbal commands to the best of its ability.
     Once you charm a creature with this feature, you can’t use it again until you finish a long rest.

 

 

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