The Dream Weaver (Warlock)

by jldixon

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The Dream Weaver

Your patron is a mysterious entity that resides in the realm of dreams—one which forms and shapes the very nature of dreams themselves. Most who encounter this entity do so during lucid dreams, during moments in which their minds are the most open to the possibilities that dreams offer.

Through your pact, your patron has granted you the ability to drawn upon aspects of the realm of dreams while both asleep and awake. From entering daydream-like trances to cursing others with waking nightmares, those who serve the Dream Weaver become living embodiments of joy and terror to those around them.

Expanded Spell List

1st-level Dream Weaver feature


The Dream Weaver 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.

Dream Weaver Expanded Spells
Spell Level Spells
1st faerie fire, sleep
2nd augury, phantasmal force
3rd blink, sending
4th divination, phantasmal killer
5th modify memory, seeming

Lucid Dreams

1st-level Dream Weaver feature


You can use your dreams to temporarily train yourself in all sorts of abilities. Whenever you finish a long rest, you gain proficiency in a weapon, skill, or tool of your choice until you finish your next long rest.

Waking Dreams

1st-level Dream Weaver feature


You can afflict others with sudden bouts of vivid daydreams. As an action, choose a creature that you can see within 30 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target becomes charmed by you until the end of your next turn or until the target takes damage. While charmed in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dream Warrior

6th-level Dream Weaver feature


Your attunement to the realm of dreams has grown. You can finish a long rest in 4 hours and can't be forced to sleep by any means.

In addition, you've learned to mislead attackers with dream-like illusions. When a creature makes an attack roll against you or a creature that you can see within 30 feet of you, you can use your reaction to force the attacker to make a Wisdom saving throw against your warlock spell save DC. On a failed save, you can choose a different creature within the attack's range, other than the attacker. The chosen creature becomes the new target of the attack. If there's no other creature within the attack's range, the attack automatically misses instead.

Once you use this reaction, you can’t use it again until you finish a short or long rest.

Restful Dreams

10th-level Dream Weaver feature


You learn to take greater advantage of your sleeping and resting hours. Whenever you finish a short or long rest, you gain one of the following benefits of your choice until you finish your next short or long rest:

  • You are immune to being charmed.
  • You are immune to being frightened.
  • You gain temporary hit points equal to your warlock level + your Charisma modifier.

Realm of Dreams

14th-level Dream Weaver feature


You've learned how to pull others into the realms of dreams even while they're awake. As an action, you can target a number of creatures up to your Charisma modifier that you can see within 30 feet of you. When you do, choose one of the following effects.

Once you use this feature, you can’t use it again until you finish a long rest.

Nightmare. Each target experiences a seemingly endless ordeal of its worst nightmares come to life. Each target must make a Charisma saving throw against your warlock spell save DC. On a failed save, a target takes 6d10 psychic damage and is frightened of you for 1 minute. On a successful save, a target takes half as much damage and isn't frightened. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reverie. Each target experiences a pleasant and calming recollection of its happiest memories. Each target regains 3d10 hit points and has advantage on all saving throws until the start of your next turn.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

Blade of Nightmares

Prerequisite: The Dream Weaver patron, Pact of the Blade feature


Your pact weapon is fashioned from the stuff of nightmares, able to strike at a creature's very psyche. When you hit a creature with your pact weapon, you can force the creature to make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature is frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Dream Journal

Prerequisite: The Dream Weaver patron, Pact of the Tome feature


Your dreams are able to rewrite the contents of your Book of Shadows. Whenever your finish a long rest, you can replace one of the cantrips you learned from your Pact of the Tome feature with another cantrip.

Extended Dreams

Prerequisite: The Dream Weaver patron, Pact of the Chain feature


When you use your Waking Dreams feature, you can target a creature if it's within 30 feet of your familiar. Your familiar must be within 100 feet of you in order to target a creature in this way.

Sleep Paralysis

Prerequisite: 5th-level warlock, The Dream Weaver patron


When a creature fails its saving throw against your Waking Dreams feature, it also becomes paralyzed for the effect's duration.

Sweet Dreams

Prerequisite: The Dream Weaver patron, Pact of the Talisman feature


Whenever the wearer of your talisman finishes a long rest, they gain temporary hit points equal to twice your proficiency bonus.

Credits

"The Dream Weaver (Warlock)" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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