The Nightmare (Patron)

by Gragas200

Search GM Binder Visit User Profile

Warlock: The Nightmare

You've made a pact with The Nightmare, an ancient outer being of Black Tentacles and Reality Shattering Lightning, it's motives are incomprehensible to mortals and would shatter the minds of anyone who attempted to interpret it. As a patron of The Nightmare you simply accept it's existence, and serve to destroy its competition in hopes that one day The Nightmare can enter the realm of your world. Those born from the influence of The Nightmare have an innate bond with the behemoth, gaining visions which serve to communicate in strange difficult to comprehend ways. Those who follow The Nightmare gain the aspect of The Nightmare, and opportunities to bend reality to their whim.

Expanded Spell list
Spell Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Phantasmal Force, Blur
3rd Blink, Lightning Bolt
4th Evard's black tentacles, Phantasmal Killer
5th Maelstrom, Passwall
The Aspect of Nightmares

At 1st level you are engulfed by a black mucous, reminiscent of the texture of The Nightmare itself, becoming an aspect of The Nightmare. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hitpoints equal to 1d10 + your warlock level as your body becomes more malleable.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn as it is faced with incomprehensible horrors.
  • You are immune to the frightened condition. ㅤ

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Touch of the Abyss

At 6th level, The slimy abyss of The Nightmare erupts from your body, allowing you to, as a reaction when taking damage, cast darkness centered on yourself, without expending a spell slot, without requiring concentration, and with a duration of 1 minute. Once you use this feature, you can't do so again until you complete a short or long rest.

Void Incarnate

At 10th level, As you grow in nightmarish power you become resistant to necrotic damage, and while in Aspect form, you are immune to necrotic damage.
Additionally you can now change one attack on each of your turns into necrotic damage, and once on your turn, you can roll one additional damage die when determining the necrotic damage which a creature takes, and while in Aspect form, you heal for the additional necrotic damage.

Sea of Nightmares

At 14th level, you gain the ability warp the surrounding reality as an action. When you do so, an aura of pitch black liquid in a 15 foot radius around you for 1 minute, forming a puddle on the ground. The radius is difficult terrain for hostile creatures, and when a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw against your Warlock spell save DC. On a failed save, the creature takes 4d12 Necrotic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Any hostile creature that falls prone in the radius is also grappled (escape DC equals your Warlock spell save DC). Once you use this feature, you can't do so again until you complete a long rest.

Eldritch Invocations

Beyond Necrotic

Prerequisite: The Nightmare Patron, 7th level
When you damage a creature with a spell which deals Necrotic damage you may ignore any Necrotic Resistance or Immunity.
In addition, you have a +1 to attack and damage rolls made with necrotic damage.

Twin Blades

Prerequisite: Pact of the Blade
You can bond to and create a second pact weapon, and summon both of them at the same time.

Eldritch Insight

Prerequisite: Pact of the Tome
You can cast tongues on yourself at will without requiring material components.

Unchained Movement

Prerequisite: 6th level
You can cast Spider Climb at will, without the need for material components.

Aspect of the Black Storm

Prerequisite: The Nightmare Patron, 5th level
When you transform using Aspect of Nightmares, you release a flash of green lightning and cast the thunderwave spell as part of the bonus action, which instead does lightning damage.
Additionally, You can cast Thunder Step once per day without expending a spell slot.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.