Warlock Level | Feature |
---|
1st | Expanded Spell List, Bonus Cantrips, Waking Dream |
6th | Visions |
10th | Dream Walker |
14th | Dreaming Dark |
Expanded Spell List
Spell Level | Spells |
---|
1st | Bane, Bless, Sleep |
2nd | Augury, Clam Emotions, Detect Thoughts |
3rd | Feign Death, Speak with Dead, Speak with Plants |
4th | Banishment, Divination, Polymorph |
5th | Awaken, Dream, Legend Lore |
Bonus Cantrips
At 1st level, you learn the
Guidance and
Message cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Waking Dream
Beginning at 1st level, you are conscious even when you are not. While you are asleep, unconscious or making death saving throws, you maintain awareness of your surroundings. You can perform light activity, such as keeping watch, reading a book by touching it, maintain concentration on spells, and can move your senses to any point within 30 feet of your body. You cannot physically interact with objects, though you can sense them through touch.
Visions
Upon reaching 6th level once per long rest, you can create a conduit between you or another creature you are familiar with and your patron, to witness potential truths of the future yet to be. When you sleep during a long rest, you may choose one of the following dream sequences, this process requires 1 hour of concentration and uninterrupted rest to complete.
Omens. When you commune with your patron you receive flashes of things to come in the following day. You receive a number of Omens equal to your Charisma modifier, minimum 1. As a reaction you can use an Omen to affect the outcome of an attack roll, ability check, skill check, or saving throw for a creature that you can see, and that can hear you within 60 feet. When you use this ability roll a d8 and either add or subtract the number rolled from the creature's roll.
Reveries. You create a conduit for a creature to commune with your patron while they sleep, showing the creature visions of greatness to come. The creature gains advantage on Wisdom saving throws, and a number of temporary hit points equal to your Warlock level + your Charisma modifier. This effect lasts until the creature completes a long rest.
Nightmares. You create a conduit for a creature to commune with your patron while they sleep, showing the creature the horrors that await them in the coming day. The creature must make a Wisdom saving throw, if they fail they gain 1 level of exhaustion and take 3d6 psychic damage. If they fail the save by 5 or more they gain 2 levels of exhaustion and 6d6 psychic damage.
Dream Walker
Once you reach 10th level your powers over the waking dream increase. While you are asleep, unconscious, or making death saving throws you can can cast spells that do not require material components, and take the help action to aid any ally within 30 feet of your body.
Dreaming Dark
At 14th level when a creature within 30 feet reduces you to 0 hit points that creature must make a Wisdom saving throw. On a failed save you control the creature for 1 minute, acting on the creature's initiative. At the beginning of each of it's turns the creature can make a Wisdom saving throw to end the effect, and the effect ends when you gain hit points or die. Creatures that are resistant to magic do not gain advantage on saves from this feature.