Quote from Kaptain's Book of Exotics: "Forging a pact with the spirits of slumber, they grant you powers beyond the literal fantasies of any creature, in return preaching the Gospel of Dreams and Nightmares. Dreamers come in many shapes, forms, and alignments, some lustful as they are impatient, to ancient primordials, who have witnessed their domain of divination and delusion alike fell empires. Any common manifestation can be dealt with, from mysterious strangers, to hangover demons, to the highest of fatespeakers." You may decide entirely the appearance/character of your patron (it's your dream, so their appearance is effectively up to you,) or you may roll from the Dreamer Table: [Dreamer Table] =========================================== [Dice number (D4) | Result] =========================================== 1 | Higher-Plane Being, feeding on the sleep and emotions of mortals. 2 | Dream Demons, attempting to corporealize in waking moments. 3 | Prophet, either passing on their duties or contacting you to aid in the completion (or desperate expulsion) of a divination. 4 | Keeper of Knowledge, using you for a conduit for mortal affairs. =========================================== Expanded Spell List: The Sandman 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. [Sandman Extended Spells] =========================================== [Spell Level | Spells] 1st | Bane, Sleep 2nd | Detect Thoughts, Tasha's Mind Whip 3rd | Clairvoyance, Hypnotic Pattern 4th | Arcane Eye, Guardian of Faith 5th | Dominate Person, Dream =========================================== Bonus Cantrips At the 1st level, you learn the Friends and Mind Sliver Cantrips. They count as Warlock Cantrips for you, but they don't count against your number of cantrips known. Restful Slumber/Chilling Nightmare At 1st level, you gain the ability to influence or disturb the slumber of others. You gain a number of d12s equal to your Warlock level. You may use an action or a bonus action to touch a creature and expend a number of dice from the dice pool equal to your proficiency bonus-1. You may either add or subtract this total from the creature's current hit points. This dice pool replenishes after a long rest. Drowsy At 6th level, as a bonus action, you may throw sand in a creature's eye, 10 ft reach, +8 to hit. The sand is summoned out of thin air, and cannot be thrown without an empty hand. On contact, the sand flies into the target's eyes. The the target takes a saving throw against your Spell Save DC. On a fail, the target halves their movement speed, and gains disadvantage on all attack rolls and saving throws until the END of their next turn. On a Success, the target has all modifiers above, except the effect ends on the START of their turn. The effect ends prematurely once the creature takes more than 2d4 (5) damage. You may use this ability a number of times equal to your proficiency bonus. All charges of this ability reset every short rest. Halfterlife At 10th level, your Patron allows you minor control over the unconscious plane of existence. If you ever fail two death throws, you may expend a spell slot of any level and add the level of the spell slot to your next saving throw. You may not decide which spell slot to expend after you roll, ONLY BEFORE. True Foresight At 14th Level, you gain the ability to distill memories and knowledge in their purest form. You may touch a willing creature, and have them recount the thought. They need not speak, but simply think of the occurrence or information. At the end of this ritual, a thin, weaved cord from your other hand. The first 10 people to contact this cowrd gain the chosen memory of the creature whom the cord was dedicated to. If a somewhat frightening or fear-inducing memory is enclosed within the cord, You may inflict an optional d20 damage. >so, thoughts? >ngl I think its kind of op >please share ideas/feedback on how to improve, thanks!!!