The Nightmare, Variant (5e Subclass)

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The Nightmare[edit]

Your patron is a dark entity who lurks in the dreams and fears of all creation and even perhaps Gods. They might originate from Dal Quor, the Fuge Plane or from any other plane of existence, offering their powers to enact their will in the waking world. Such beings might include a powerful Quori, such as a Dream Master, Hashalaq or Kalaraq, Dendar; the Night Serpent and other such nightmarish entities.

Expanded Spell Lists[edit]

Your patron of Nightmare 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 sleep, dissonant whispers
2nd phantasmal force, pass without trace
3rd blink, bestow curse
4th phantasmal killer, black tentacles
5th Geas, Bigby's Hand

Eldritch Torpor/Horror[edit]

Starting at 1st level, your patron grants you the ability to put your enemies to sleep or frighten them. As an action, you can choose one creature within 60 feet of you and have it make a Constitution saving throw against your warlock spell save DC. A creature that fails its saving throw falls unconscious/frightened for 1 minute, until the sleeper takes damage or someone takes an action to shake or slap the sleeper/until the frightened target passes the saving throw, it can repeat the saving throw at the end of each of its turns, ending the effect on itself if it succeeds. You can use this trait a number of times equal to your Charisma modifier (minimum 1). This trait has no effect on undead or constructs.

You regain all uses of this feature once you finish a long rest.

Eldritch Respite[edit]

Starting at 6th level, your body is affected by the nature of your Pattern, your spells/traits that inflict fright or sleep on a creature that cannot be altered by sleep or fright will alternatively suffer a stun that cannot be impeded.

And when another creature attempts to put you to sleep/scare, you may use your reaction to attempt to return the effect to that creature. The creature must succeed on a Wisdom saving throw against the save DC of your warlock spell or it will be put to sleep/scared by you for 1 minute or until it takes damage/exceeds the previous Wisdom save again.

Nightmare's Abyss[edit]

Starting at 10th level, your Patron teaches you to tap into a creature's consciousness while it is in the dreamscape or in deep fear. Your attacks against a sleeping or frightened target inflict additional psychic damage equal to half your Warlock level (rounded down) plus your Charisma modifier. Those put to sleep by you awaken only if they make a successful Wisdom saving throw against your warlock spell save DC, and targets frightened by you may roll their frightened saves only when they can't see you.

Mantle of Nightmares[edit]

Starting at 14th level, you gain the ability to embody the worst fears of your enemies. As an action you can camouflage yourself with your patron's magic, adopting a nightmarish appearance for 1 minute. While disguised in this way you gain the following benefits:

  • Any creature that sees you, except a number of your choice up to your Charisma modifier (minimum 1), must succeed on a Wisdom saving throw against your sorcery spell save DC or become frightened of you. A creature that succeeds on this save is immune to the fear of this transformation for the next 24 hours.
  • You can use the Eldritch Torpor feature as a bonus action.
  • You gain resistance to non-magical damage
  • You increase your movement speed by 10 ft.
  • The damage from your Nightmare Abyss feature is doubled

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

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