Nightmare Spider
Warlock
Level 3: Nightmare Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|
| 3rd | Dissonant Whispers, Detect Thoughts, Sleep, Phantasmal Force, Alter Self |
| 5th | Nondetection, Fear |
| 7th | Confusion, Phantasmal Killer |
Level 3: Nightmare-Weaver Webs
You can summon strands of black webbing spun directly from the Inverse.
As a Bonus Action, choose a point you can see within 30 feet. A 20-foot square centered on that point becomes covered in nightmare webs for 1 minute.
The area is Difficult Terrain. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Strength saving throw against your spell save DC or become Restrained while it remains within the webs.
A creature Restrained by the webs can use its action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success. A creature that leaves the area is no longer Restrained by the webs.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
Level 6: True Nightmare
Whenever a creature begins its turn Restrained by your Nightmare-Weaver Webs, it takes 1d8 psychic damage.
Additionally, whenever you deal psychic damage to a creature using a Warlock spell or Warlock feature, you regain Hit Points equal to your Charisma modifier. You can regain Hit Points through this feature only once per turn.
Level 10: Waking Nightmare
As a Magic Action, each creature of your choice within 30 feet must make a Charisma saving throw against your spell save DC. On a failed save, a creature takes 5d12 psychic damage and must immediately use its Reaction, if available, to move up to its Speed directly away from you. On a successful save, the creature takes half as much damage.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 14: Invoke the Nightmare
You momentarily open a gateway to the Inverse and allow its despair to spill into the world.
As a Magic Action, you create a 20-foot-radius, 20-foot-high cylinder of magical darkness centered on yourself that lasts for 1 minute. The area is Heavily Obscured.
Each creature other than you that enters the darkness for the first time on a turn or starts its turn there must make a Wisdom saving throw against your spell save DC.
On a failed save, the creature becomes Frightened of you until the start of its next turn. At the end of each of its turns while Frightened in this way, it takes 4d8 psychic damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you can't use it again until you finish a Long Rest.