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Nightmare Spider

Warlock Class

Expanded Spell List

The Nightmare Spider lets you choose from an expanded list of spells when you learn a new warlock spell. The following spells are added to the warlock spell list for you.  
Warlock Level Spells
1st Dissonant whispers, Sleep
2nd Phantasmal force, Web
3rd Nondetection, Fear
4th Confusion, Phantasmal killer
5th Mislead, Modify memory

Nightmare-Weaver Webs

Starting at 1st level, you can summon webs directly from the Inverse to insnare your enemies. As a bonus action, you can conjure a mass of black webbing from the ground in a 20-foot square at a point of your choice within 30ft. The webs last for 1 minute or until you use this feature to create more webs.   A creature in the area, start’s it’s turn, or enters the area must succeed on a Strength saving throw or be restrained by the mass of webbing. A creature restrained by the webbing can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   You can summon the webs a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

True Nightmare

Starting at 6th level, your nightmares become more potent. Whenever a creature is under the effect of Nightmare-Weaver Webs, they take psychic damage equal to your warlock level at the start of their turn.   In addition, when you deal psychic damage to a creature using a spell of 1st level or higher or a warlock feature, you may regain hit points equal to your Charisma modifier. You may only regain hit points this way once per turn.  

Waking Nightmare

Starting at 10th level, you can unleash the true visage of your patron, striking fear and terror into those around you. As an action, each creature within 30 ft of you must make a charisma saving throw against your spell save DC. On a failure, they take 5d12 psychic damage and must immediately use their reaction, if available, to move as far as its speed allows away from you. On a success, they take no damage and recieve 1 level of exhaustion, as your patron seeps into their minds and gnaws on their hopes and dreams.   Once you use this feature, you can't use it again until you finish a long rest.  

Invoke the Nightmare

Starting at 14th level, you can momentarily channel the full force of your patron's power to call forth the Inverse. As an action, you can cause darkness to circle around you in a 20 foot-high cylinder around you for 1 minute or until you end the effect as a bonus action. While the darkness remains, you and anything in the cylinder are considered heavily obscured in magical darkness.   Creatures other than you in its area must immediately make a Wisdom saving throw against your spell save DC or else become unconscious as they are emptied of everything but despair. Whenever a hostile creature start’s it's turn in the darkness, it must make a Wisdom saving throw or become unconscious. At the end of their turn, they take 4d8 psychic damage and can repeat this saving throw. On a success, they regain consciousness.   Once you use this feature, you can't use it again until you finish a long rest.


Created by

Shadowfell.

Statblock Type

Feat

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