The Dream Dweller (5e Subclass)
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Otherworldly Patron: Dream Dweller
Your patron has domain within or resides in the realm of dreams. Maybe you met them while in an elvish trance, and they pervaded your mind, or perhaps you’d been cursed to sleep eternally, and your patron saved you from such a fate. The realm of dreams often don’t interfere with the Prime Material, but your patron has given you abilities that close the gap. These patrons are often mysterious and ethereal, possibly posing as a loved-one, a lustful desire, or close friend. Perhaps, these patrons are gods, forgotten by all but few, who still visits them in their dreams. Perhaps they are deities who rule desire or fear, watching the fantasies or nightmares of all who visit in their sleep.
Expanded Spell List
Your patron has bestowed upon you a handful of spells that influence the waking world as if you were in a dream.
|2nd||Enhance Ability, Phantasmal Force|
|3rd||Haste, Hypnotic Pattern|
|4th||Fabricate, Phantasmal Killer|
|5th||Modify Memory, Seeming|
Beginning at 1st level, the amount of time it takes for you to finish a Long Rest is halved. (If a creature already has a reduced rest -such as elves- they instead reduce the time by one hour.)
Eyes of the Dreamer
At 1st level, you gain darkvision out to a range of 60ft. If you already possess darkvision, increase its range by 30ft.
Starting at 6th level, when attacking a creature with a cantrip that uses an attack roll, on a roll of 20 you may forgo rolling extra critical damage and attempt to force the creature to sleep. The creature must make a Wisdom saving throw equal to your Spell Save DC. On a failed save, they fall unconscious for one minute, until they take damage, or a creature uses its action to shakes them awake.
At 10th level, as an action, you may cast an illusory guise over yourself which appears as the greatest fear of each humanoid within 30 ft. of you that you choose. Each creature must make a Wisdom saving throw equal to your Spell Save DC or become frightened. They may attempt to make another saving throw at the beginning of each of their turns, ending this effect on a success. While frightened in this way, the target rolls a d6 at the beginning of each of its turns. On a roll of 4 or less, the target is unable to move or take actions. On a roll of 5 or higher, they may take actions as normal, though they are still restricted by the frightened condition. This guise lasts for one minute or until you choose to dismiss its effects. You must complete a short or long rest before you can use this feature again.
As an action, at 14th level you may choose to fall unconscious until the end of your next turn. After which, two of the following benefits that you choose occur:
--You regain a number of hit points equal to twice your Warlock Level.
--You remove one level of Exhaustion and neutralize any poisons currently afflicting you.
--You regain a number of spell slots equal to half your Charisma modifier.
You must complete a long rest before you can use this feature again.