Otherworldly Patron: The Nightmare King
You have made a pact with the Nightmare King, the enigmatic ruler of the Nightmare Realm. They feed on fear and tragedy, and sustain themself through a grim ritual. For whatever reason, you have a fraction of the being's power.
Expanded Spell List
The Nightmare King 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, silent image |
2nd | detect thoughts, phantasmal force |
3rd | phantom steed, slow |
4th | Mordenkainen's faithful hound, phantasmal killer |
5th | dominate person, modify memory |
Nightmare-Bound
Starting at 1st level, you can speak, read, and write Quori. If you already speak Quori, you instead learn one other language of your choice. In addition, you don’t need to sleep, magic cannot put you to sleep, and you are immune to effects that would alter your dreams.
Psychic Retribution
Also at 1st level, you can wrack a creature with psychic pain when someone is hurt. As a reaction when you or a creature you can see takes damage, you can use your reaction to deal 2d6 psychic damage to the attacker.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Frightful Retribution
Starting at 6th level, you gain resistance to psychic damage and you have advantage on saving throws against being frightened. In addition, when you use your Psychic Retribution, you can invoke fright in your target. The creature you target with Psychic Retribution must make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature becomes frightened for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
Once you frighten a creature in this way, you cannot do so again until you finish a short or long rest (though you can still use your Psychic Retribution if it is available).
Dream Eater
Starting at 10th level, you learn how to draw nourishment from nightmares. As a bonus action, you can give yourself temporary hit points equal to your level if there is at least one frightened creature within 60 feet of you.
Nightmare
Starting at 14th level, you can submit a creature to the terror of the Nightmare Realm. As an action, you can choose a creature that you can see within 60 feet of you. It must succeed on a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is plunged into a waking nightmare. The creature is frightened for 1 minute, or until your concentration is broken (as if you are concentrating on a spell). When the nightmare ends, the creature takes 10d10 psychic damage from its ordeal.
When you use this feature, you can’t do so again until you finish a long rest.