Otherwordly Patron

The Godhead

Have you ever thought that none of this is real? That we're all just the figments of some unfathomable beings imagination? Well you're in for a real treat my friend.



The Godhead is the dreamer, everything in the universe is just a part of his dream. He is unaware of this of course as he is always sleeping, if he were to wake up everything we know would cease to exist. But for now, he continues, slumbering, and dreaming up the world as we know it.



Every creature in the dream has varying levels of awareness that they are not real, creatures that are not already gods or have a god-like level of knowledge that in some shape or form figure out that they are in a dream achieve a state known as chim, by achieving chim one of two things happens. They either become all powerful, rising to the power similar to that of a god, being able to control and manipulate the world, or they cease to exist all together as the knowledge of this is too unfathomable for them to comprehend, this second option is known as zero-sum.



You as a warlock pledged to The Godhead are skeptical and believe that you are in a dream but haven't had an epihony or mindbreaking moment in which you achieve kim or zero-sum. So you are stuck in an inbetween. The Godhead himself is not aware of your existence and therefore you are more of a leech, siphoning power from him.

Expanded Spell List

The Godhead 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.

Godhead Expanded Spells

Spell Level Spells 1st Sleep, False Life 2nd Alter Self, Crown of Madness 3rd Catnap, Major Image 4th Confusion, Fabricate 5th Dream, Modify Memory

Dreamer's Boon

At first level, your connection to "the dreamer" makes it harder for you to fall unconscious within the dream. Magic cannot put you to sleep and have advantage on investigation checks against discerning illusory affects from spells like those of minor illusion or disguise self, this does not include racial abilites like that of the changeling but does include innate spellcasting like the firbolg's ability.

Nightmare Caller

Every dreamer has their nightmares, starting at 6th level you gain the ability to manipulate The Godhead's dream and show a creature their greatest fear. As an action you choose one creature within 60 ft who you can see, you peer deep into their mind and pull out their darkest fears. The creature must make an intelligence saving throw.



On a failed save you create an illusory image of the creatures worst nightmare within range. Only the target is able to perceive this nightmare and is frightened of it, meaning they cannot willingly move closer to it. When the spell is first cast and at the start of each of the creatures subsequents turns they take 1d10 psychic damage. When they take damage from the spell they can reroll their saving throw, the effects ending on a success. This effect lasts for 1 minute or untill you dismiss it as a bonus action.



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

Entropic Mind

Starting at 10th level, you've become closer to achieving chim and in return your mind has grown stronger. You gain resistance to psychic damage and gain telepathy out to a range of 30 ft. You don't need to share a language with the creature for it to understand your telepathic utterances, the creature does not need to speak any languages for it to understand you in this way.