The Dreamwalker (5e Subclass)
The Dreamwalker[edit]
Warlock Subclass
There is a plane that overlays the ethereal plane called The Dreamlands, a plane created and maintained by the dreams of slumbering mortals. This plane is home to an array of powerful entities capable of inhabiting dreams, stealing life force, or even capturing souls. Such creatures include animate dreams, night hags, and dreamthieves, among others. As inhabitants of the ethereal plane but natives of the Dreamlands, these creatures with no true home are called Visitants; the truly powerful among them are known as Dreamwalkers.
Rumors about these enigmatic beings span from Dreamwalkers delivering dreams, stealing dreams, and even traveling through dreams from one sleeper to the next. There is at least a hint of truth in all of these.
The nature and appearance of Dreamwalkers vary widely: horridly-thin crones to brilliantly colored upright goats to gaunt men in misty gray robes. Inside the dreamscape of a mortal, the Dreamwalkers can appear as anything they choose.
Dreamwalkers do become infatuated with individual creatures from time to time, an infatuation that manifests as recurring visions in their dreams. For a mortal to reciprocate this infatuation is to invite a pact with the Dreamwalker.
Expanded Spell List[edit]
The Dreamwalker 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.
Spell Level | Spells |
---|---|
1st | dissonant whispers |
2nd | moonbeam, pass without trace |
3rd | blink, catnap |
4th | confusion, divination |
5th | banishing smite |
Additionally, the Dreamwalker teaches you spells that do not count against your number of spells known. At 1st level, you learn the Sleep spell. At 9th level, you learn the Dream spell.
Dreamsand[edit]
When you accept the pact at 1st level, the Dreamwalker gifts you with a pouch of magical sand with the power to put creatures to sleep. The appearance of the pouch can be determined randomly or select by the warlock.
d8 | Appearance |
---|---|
1 | a leather bag (tanned or suede) |
2 | a fine velvet purse with intricate embroidery |
3 | a flask or drinking horn |
4 | a woven chainmail pouch |
5 | a seashell |
6 | a plain burlap sack |
7 | a small skull |
8 | a pouch made of a slick, shimmery material that seems to fade in and out of existence |
As an action, you pull a handful of sand out of your pouch and blow it out of your palm, covering a 15 foot cone. Creatures within that cone become targets of a Sleep spell, however the duration is doubled. Also, when another creature uses its action to wake a subject of the Dreamsand, the sleeper rolls a d6. On a roll of 1 or 2, the subject does not wake.
The pouch holds a number of doses of Dreamsand equal to your proficiency bonus. Targeting the pouch with a sleep spell will replenish one use worth of Dreamsand for each level of the spell (used this way, the spell’s only effect is to refill the pouch). The pouch magically refills completely at the end of a long rest.
Once you reach 5th level, you can use multiple doses of Dreamsand as part of the same action. Doing so elicits the effect of an upcast sleep spell (the level equaling the number of doses expended).
The pouch can be used as an arcane focus for your Warlock spells. If the pouch is lost or stolen, the warlock must forego the benefits of a long rest while their lucid form (dream self) pleads with the Dreamwalker for a replacement.
Dreamstep[edit]
Also at 1st level, you are able to enter a momentary trance called Dreamstep during which your presence in the physical world isn’t consistent. Where you are and where you seem to be aren’t always the same. In this trance, your motions create an after-image, as if there’s an illusory double of you imitating your movements a split second before or after you. As a bonus action, you can activate your Dreamstep for one round, gaining the following effects:
- Your move speed increases by 30 feet.
- Your AC increases by +2 until the beginning of your next turn.
- Due to your body’s impermanence, you have resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn.
- If an enemy attempts an opportunity attack against you during your Dreamstep, you have advantage on any attack you make on that creature until the end of your Dreamstep.
- Every time you deal damage with a melee weapon or a warlock cantrip during your Dreamstep, add 1d6 psychic damage to the target.
- At the end of your turn, you and anything you are carrying teleport back to the spot where you initiated your Dreamstep.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Night Mare[edit]
At 6th level, you are able to summon an ethereal steed of shadow and flame. The effects of this summoning are as the Phantom Steed spell, with the following differences:
- It takes one action to summon your Night Mare and no material components.
- The mare’s AC is 6 + your charisma modifier + your proficiency bonus.
- The mare creates dim light in a 20-foot radius around it, whether it’s in daylight or darkness.
If you use your Dreamstep feature while mounted on your Night Mare, the Dreamstep encompasses the mare as well, only its speed doesn’t increase.
Once you have summoned a Night Mare, you can’t summon another until you finish a long rest.
Dream Travel[edit]
At 10th level, your patron teaches you how to step through the dreams of a sleeper and into the material world. You spend one minute in a trance, connecting to the dream of a person that you have met, who is on the same plane of existence within 100 miles, and who is asleep. The better you know the person, the more likely the connection is to be successful. If the connection fails, you cannot attempt to connect to the same target again until you have finished a long rest. If the connection succeeds, you teleport to an empty space within 10 feet of the sleeper. If there is no acceptable landing space, the connection fails.
You can only occupy this location while the target remains sleeping and you maintain concentration as if on a spell. If they wake, die, become shielded from either divination or enchantment magic, or you lose concentration, you are teleported back to the place you were before the Dream Travel and take 3d8 psychic damage. This also happens if you do not return to the target within one hour of arriving. To avoid this fate, you need to be within 10 feet of the sleeper when the duration ends or when you end your trip with an action by whispering the target’s name in their ear. In either of these cases, you return to the pre-travel spot without damage.
To determine whether the connection succeeds, you need to roll above 50 on a d100. Add the following modifiers to the roll if certain circumstances apply:
Circumstance | Bonus |
---|---|
For your charisma | +5 times your Charisma modifier |
You do not know the person's full name. | -30 |
You have spent at least an hour with the target within the last 24 hours. | +25 |
The creature considers you an ally. | +10 |
You have ever spent time with the target every day for 2 weeks straight. | +20 |
You possess a personal object belonging to the target. | +15 |
You have Dream Traveled through this target before. | -20 or +20 (DM decides based on target's predilections) |
Once you reach 15th level in this class, you can bring a number of medium or smaller creatures with you equal to your charisma modifier (minimum 1) provided they are willing and within 10 feet of you. If there is no acceptable landing spot for a passenger within 10 feet of the sleeper, that passenger is left behind.
Once you have dream travelled, you can’t do so again until you finish a long rest.
Night Terrors[edit]
At 14th level, you gain the ability to unleash nightmarish creatures upon your foes. As an action, you expend one of your Mystic Arcanum to simultaneously cast one or more of the summoning spells from the list below. You do not need to know the spell to invoke it with this feature. Your concentration maintains all summoned creatures; a break in concentration will cause all the spells to end.
The sum of the levels of the spells cast with this feature will equal 1 + the level of the Mystic Arcanum expended.
Level | Available Spells |
---|---|
2 | summon beast |
3 | summon undead, summon shadowspawn, summon lesser demon |
4 | summon aberration, summon elemental, summon greater demon |
5 | conjure elemental |
6 | summon fiend |
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