Aodh
2018-10-05, 09:39 AM
Pact of the Dreamwalker
Certain Stone Giants, and those raised from birth in their subterranean cultures, unravel when confronted with having to walk the surface. They slowly drift into a delusion that this world is a dream, their minds fraying and odd phenomena growing around them as they do. Their madness begins to shift and alter the world at their command, but this is a progressive madness. At first a Dreamwalker may not exhibit any signs of this madness, but eventually they will begin to exert more unusual powers. The truth is that this madness is not wholly a natural response to a Stone Giant’s straying, but is instead a fusion of that and the influence of a much deeper entity, though what it is exactly is difficult to say. Something reaches into the mind of a Dreamwalker from beyond some stygian veil and blurs it’s reality, granting it power while also exerting a subtle influence.
Expanded Spell List:
The following spells are added to the warlock spell list.
1st: Sleep, Shield
2nd: Spike Growth, Spiritual Weapon
3rd: Meld Into Stone, Slow
4th: Stoneskin, Fabricate
5th: Seeming, Wall of Stone
Dreamwalker’s Charm:
Starting at 1st level, as an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed by you until the end of your next turn. You also gain the Shillelagh cantrip.
Once you use this feature, you can't use it again until you finish a short or long rest.
Of the Stone:
At 6th level, as a reaction, you may give yourself resistance to bludgeoning, piercing and slashing damage from non-magical attacks. You also roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. Any residual damage left over is added to your temporary HP.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Impenetrable Fugue:
At 10th level you gain immunity to charm effects, as well as advantage on all fear and sleep effect saves. You also generally no longer need to sleep.
Return to the Stone:
At 14th level, you gain the ability to cast a petrifying spell towards a foe as an action. The targeted creature must make a dexterity saving throw against your warlock spellcasting modifier. On a failed save the creature is petrified for the turn and must repeat the save on it’s next two turns to attempt to escape. If these both fail they are permanently petrified, and on a success they resist the petrification completely. This spell has a range of 30 ft, and the ability is regained on a short rest.
Certain Stone Giants, and those raised from birth in their subterranean cultures, unravel when confronted with having to walk the surface. They slowly drift into a delusion that this world is a dream, their minds fraying and odd phenomena growing around them as they do. Their madness begins to shift and alter the world at their command, but this is a progressive madness. At first a Dreamwalker may not exhibit any signs of this madness, but eventually they will begin to exert more unusual powers. The truth is that this madness is not wholly a natural response to a Stone Giant’s straying, but is instead a fusion of that and the influence of a much deeper entity, though what it is exactly is difficult to say. Something reaches into the mind of a Dreamwalker from beyond some stygian veil and blurs it’s reality, granting it power while also exerting a subtle influence.
Expanded Spell List:
The following spells are added to the warlock spell list.
1st: Sleep, Shield
2nd: Spike Growth, Spiritual Weapon
3rd: Meld Into Stone, Slow
4th: Stoneskin, Fabricate
5th: Seeming, Wall of Stone
Dreamwalker’s Charm:
Starting at 1st level, as an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed by you until the end of your next turn. You also gain the Shillelagh cantrip.
Once you use this feature, you can't use it again until you finish a short or long rest.
Of the Stone:
At 6th level, as a reaction, you may give yourself resistance to bludgeoning, piercing and slashing damage from non-magical attacks. You also roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. Any residual damage left over is added to your temporary HP.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Impenetrable Fugue:
At 10th level you gain immunity to charm effects, as well as advantage on all fear and sleep effect saves. You also generally no longer need to sleep.
Return to the Stone:
At 14th level, you gain the ability to cast a petrifying spell towards a foe as an action. The targeted creature must make a dexterity saving throw against your warlock spellcasting modifier. On a failed save the creature is petrified for the turn and must repeat the save on it’s next two turns to attempt to escape. If these both fail they are permanently petrified, and on a success they resist the petrification completely. This spell has a range of 30 ft, and the ability is regained on a short rest.