The Dream

The Ossended Host is an esoteric group of acolytes who worship the power of dreams and nightmares. The priests of this order keep the source of their power a closely guarded secret. They preach the power of dreams and the virtue that can be found within them, seeming to all the world like a benevolent order.

However, to their enemies they can unleash the fury of nightmares, trapping foes in horrifying prisons of their own making. What dark being is at the center of this twisted order? The Ossended Host isn’t talking, and anyone who may have found out has either joined them or was never seen again…

Extended Spell List
Spell Level Spells
1st dissonant whispers, sleep
2nd calm emotions, phantasmal force
3rd catnap, life transference
4th divination, phantasmal killer
5th geas, rary’s telepathic bond





























Nightmarish Visions

Prerequisite: 7th level

When you cause a creature to become frightened of you, you can cause their vision to fill with their worst nightmares. If you do so, the creature takes 1d6 psychic damage at the start of each of its turns until it is no longer frightened.

Half Remembered

At 1st level, your dreams are filled with new information, details and hints that fade upon waking, to be remembered at the right moment.

When you make an Intelligence check, you can roll an additional d20 and choose which result to use. You can choose to use this ability after you roll the die, but before the outcome is determined.

Once you use this feature, you can’t use it again until you finish a long rest.

Compelled Rest

Also at 1st level, your patron grants you the ability to force creatures to sleep.

As an action, choose a point you can see within 60 feet of you. Creatures in a 10-foot radius centered on that point must make a Wisdom saving throw against your warlock spell save DC, and does so with advantage if you or your companions are fighting it. On a failure, these creatures fall asleep and are unconsious for 1 minute, or until they take damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Dream Eater

Starting at 6th level, you are able to heal your wounds with energy pulled from the realm of dreams and nightmares.

When you force a creature to sleep, you can choose to impose horrific nightmares. If you do so, when the creature wakes, they suffer psychic damage equal to your Charisma modifier.

In addition, when you deal psychic damage to a creature with a warlock feature or a spell cast with a spell slot of 1st level or higher, you regain hit points equal to your Charisma modifier. You may only regain hit points this way once per turn.

Enthralling Lullaby

Once you reach 10th level, you can use dream energy to impose your will, lulling creatures open to your voice to sleep.

As a bonus action, you can force a creature that is charmed by you to make a Wisdom saving throw against your warlock spell save DC. The creature automatically succeeds if it cannot hear you. On a failure, the creature falls asleep until it is no longer charmed.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this feature for 24 hours.

Tortured Dreams

At 14th level, you are able to capture the mind of a sleeping creature and use it to your advantage.

As a reaction to a creature within 60 feet falling unconsious, you can cast soul cage on that creature, as though they had died. Casting this spell does not require a spell slot, but the spell ends if the creature dies or wakes up.

Once you use this feature, you can’t use it again until you finish a long rest.


Subclass by Cyberhawk94
Art Credit: WotC