Your patron is a fey, but they like to manipulate objects, rather than mortals' minds. They believe in possibility that dreams or imaginations hold, and you're a conduit that turn them into reality.
Fey dreamweaver includes beings such as ones that help protagonists in Cinderella, The Sleeping Beauty or Pinocchio (You know which adaptation I'm talking about. Maybe it's too chaotic compared to them, but I didn't know a good example. You all don't know what the heck stuffs like Magical Doremi are).
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Expanded Spell List
Add the following to your Warlock spell list.
Spell Level |
Spells |
1st |
goodberry, jump |
2nd |
enlarge/reduce, enhance ability |
3rd |
meld into stone, plant growth |
4th |
Leomunds' secret chest, fabricate |
5th |
animate objects, creation |
6th |
heroes' feast |
7th |
Mordenkainen's magnificent mansion |
9th |
Shapechange |
1st Level: Enchanting Strike
When you hit a creature with an attack or the eldritch Blast spell, as a bonus action, you can cast a non-damaging spell that can target others to that creature, ignoring its original range and casting time.
1st Level: Dreamweaver Persona
Your patron encourages you to experience not being yourself. As a bonus action, you can cast yourself a shapechanging spells, such as disguise self or polymorph. You gain advantage to Charisma rolls and Charisma saving throws while you're transformed by a spell.
6th Level: Uncanny Shape
You learn to freakishly stretch and shrink your parts of body. Choose one effect from the following.
Uncanny Dodge: When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll.
Uncanny Escape: As a bonus action, you can escape from being restrained or grappled and move up to 5 feet.
Uncanny Limbs: When you melee weapon attack or opportunity attack, you can lengthen your arms or legs to increase its range by 5 feet. If the weapon has reach property, its range becomes 15 ft by total. Your elongated limb is so hard to control that you have -2 on any skill check, saves, or hit roll using this.
Once you use this feature, you can't use it again until you finish a short or long rest.
10th Level: Unbound Mind
You become completely adapted to object-altering spells. You can dispel any shapechanging effects or petrification by will. Also, when you shapechange, you can choose to retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.
14th Level: Gardener of Imaginations
You become able to warp terrains around you with your magic. As an action, you can make a space of 30 feet square around you becomes the appearance of which you choose. On initiative count 20 (losing initiative ties), you can take a lair action to create an effect of any non-damaging spell of 6th level or lower inside the area, without using your spell slots or any components. The target or the area-of-effect has to be inside the area, if the spell requires one. For each time you use this feature, you cannot choose the effect of the spell you've already chosen. You will not need concentration for this spell, unless the target leaves the space or the space disappears.
Other creatures' lair action cannot affect this area. e.g.; while you're using this feature in a beholder's lair, the beholder cannot grow eyestalks or tentacles, but it can shoot you, standing inside the area, from an eyestalk grown outside. This effect lasts until 30 seconds passes or you fall unconscious or dead.
Once you use this feature, you can't use it again until you finish a long rest.
subclass options: