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The Wakeless

- Warlock Patron
The ones who sleep. Those who never awaken from their
infinite slumber. Their dreams are reality itself, and if they
awake, the realms as we know it will fall in their place. Those
who sleep cannot awaken, so they choose those in their
domains to watch and live through so they can live a life of
their own, even if run by someone else. In return, they grant
you a fraction of power in their realm and, at some point,
possibly a domain of your own.
Expanded Spell List
The Wakeless 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, Sanctuary
2nd Dust Devil (made of sand), Silence
3rd Catnap, Wall of Sand
4th Phantasmal Killer, Divination
5th Awaken, Geas

Dreams for Another


Starting at 1st level, your patron refuses to let their
replacement of life fall to the same state they are in, even if
it's just for a second. They wish to know it all, even the pain of
near death. You can no longer sleep and can't be forced to
sleep by any means. If you are knocked unconscious, you
become semi-conscious instead, just enough to remember
and feel everything, with all other effects of being
unconscious still effecting you. You must still make death
saving throws as normal.
To gain the benefits of a long rest, you must spend at least
8 hours doing nothing more than light activities.
Sleep Aid
Also, starting at 1st level, your sleeping spells are more
effective. Therefore, whenever you use a spell of 1st level or
higher to put creatures to sleep, such as the sleep spell, the
spell adds an additional modifier of 2 + the spell's level to any
rolls made to determine if it puts them to sleep or not (for
example, with the sleep spell, it would be added to the 5d8).
This is also added to the DC for spells that put people to
sleep.
additionally, you can cast the sleep spell for free a number
of times equal to your proficency bonus. this recharges after a
long rest.
Art Created With: Midjourney
Dream Eater when you reach 14th level, you can force creatures around
you to release the energy out of their body and into yours. As
Beginning at 6th level, you gain the ability to consume the an action, a creature within 10ft of you must make a
dreams of those who slumber. As an action, you can reach constitution saving throw against your spellsave DC to cause
into the dreams of those who are capable of dreaming, with the creature to take a point of exhaustion as you drain the
the exception of beholders or any other creatures whose sleep from their bodies. Doing this grants you temporary
dreams become reality. The creature must make an hitpoints equal to twice your level in this class. You can do
Intelligence saving throw to try to fight off you entering their this a number of times equal to your proficiency bonus or by
dreams. On a success, they wake up. On a failure, they sacrificing a warlock spellslot.
remain asleep, and you gain one of the following effects of Alternatively, instead of removing their sleep, you can lock
your choice: it away entirely for up to a number of days equal to your
Nightmare: you reach in and pull out the embodiment of proficiency bonus. You can only have 1 of these effects active
their fears. This ability uses the rules and statistics from at a time and cost a number of uses equal to the number of
days, which you cannot refill until you either remove the
the spell Phantasmal Force with the exception that others effects as an action, or the number of days ends.
can be effected by it as if it was cast on them, that they
must make a wisdom saving throw instead of an
intelligence saving throw, to try to face the nightmare head
on and overcome the fear, making a nightmare incapable
of effecting them for the next 24 hours from the creator of
that specfic nightmare. The nightmare can only attack one
target per round. So long as the nightmare is capable of
doing so, the nightmare can move up to 20ft on the end of
your turn.
Day Dream: you place the creature in their perfect dream.
Upon attempting to wake them, they will enter into a
trance-like state, still being unconscious but unable to
move around and use actions as usual. You can use a
bonus action to change something in the dream, to have
them react in a specific way, such as swinging their wife in
the air, while in reality, they are swinging their axe. Upon
being hit, it will treat it as attempting to be awoken.
Consumption: Instead of adding or changing the dream,
you remove it completely, take it for yourself, and consume
it into yourself or an ally within 5ft of the unconscious
creature to temporarily patch the body. While the target is
asleep, you or your ally regain 3d6 + your Charisma
modifier hitpoints as the dream fills in the injuries on the
body as a golden sand. When the creature awakes, and the
dream ends, so too does any hitpoints you gained from
this ability.

Dreams Come True


At 10th level, your patron decides you have grown strong
enough to influence his dreams instead of other peoples. You
can use your action to create or destroy a non-magical
inanimate object in your hand or on the ground in an
unoccupied space that you can see within 30 feet. The object
can be no larger than 21 feet on a side and weigh no more
than 70 pounds. The object created or destroyed still counts
as being in existence or inexistence in this realm for the
purpose of magic. It will either reappear or disappear in the
next 24 hours as the patron forgets or remembers it exists.
You can have a number of items in existence equal to half
your Charisma modifier (rounded down, minimum of 1).

Forced Insomnia

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