The Dreameater
Your patron is an entity of deepest and darkest thought. A being that stalks dreamscapes and sustains itself by consuming the hopes and horrors spawned from mortal minds. Little is certain about the world that creatures touch upon with their slumbering thoughts, and even less is known of these terrors native to it.
Determined by the nature of your pact, this creature which walks the realm of dreams and nightmares may inextricably alter your being. You may rely on your patron to devour dreaded visions which threaten your fragile sanity. You or those around you may find the comfort of sleep increasingly impossible to attain. You may even find yourself falling further into sleep as time progresses, discovering it more difficult to awaken as each day passes.
Expanded Spell List
The Dreameater 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.
Dreameater Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, sleep |
| 2nd | detect thoughts, silence |
| 3rd | catnap, bestow curse |
| 4th | confusion, phantasmal killer |
| 5th | awaken, modify memory |
Continuous Lucidity
Beginning 1st level, you are always slightly aware of your surroundings while resting, allowing you to prepare for coming events. You gain resistance to the damage of the first attack against you which deals bludgeoning, piercing, or slashing damage after you complete a short or long rest.
Additionally, once per long rest, you may select a number of creatures equal to your Charisma modifier (minimum of 1) within 60 feet and prevent them from being surprised until you complete your next long rest.
Somnolence
At 6th level, as an action, you may force a creature within 60 feet that you can see to make a Constitution saving throw against your warlock spell save DC or fall unconscious until the start of their next turn. A creature affected by this feature makes another Constitution saving throw whenever they take damage, waking early from this effect upon a success.
You may use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses when you complete your next long rest.
Devoid of dreams
Starting at 10th level, you gain advantage on saving throws against effects which cause you to be charmed or frightened and magic can't put you to sleep. You may also use a bonus action to immediately end an effect causing you or a creature that you can see within 60 feet to be charmed or frightened.
Night Terrors
At 14th level, you may channel your patron's horror in order to hinder your foes. When you are harmed by a creature, you may use your reaction for that creature to take psychic damage equal to half the damage you took, as well as force it to make a Wisdom saving throw against your warlock spell save DC or become paralyzed until the end of your next turn.
Once you use this ability, you may not use it again until the completion of your next short or long rest.
Additional Eldritch Invocations
Eternal sleep
You may cast sleep once using a warlock spell slot. You may also add an amount of hit points equal to your warlock level + your Charisma modifier (minimum of 1) to what you roll for the effect of sleep when casting it using this feature.
Hexed Concentration
Prerequisite: 9th level
You may maintain concentration on hex while sleeping.
Slumbering Sight
Prerequisite: 5th level
While you are sleeping, you are able to cast detect thoughts at will on other sleeping creatures.
Art Credit
Kenneth Solis (https://kennethsolis.artstation.com)