With what had occurred on the island of Aveera-Nabata, in the village of Amenonuma, a new creature of great power was born. When a small troupe of adventurer's had laid to rest the corpse of the goddess Anamnesis, someone else presented themselves to take the spoils, and devoured the corpse of protector goddess of Amenonuma. Her ambitions are unknown, but she is one to side with those of mortal nature. She is now awakening an inherent ability within capable mortals throughout the realms in hopes of achieving her elusive goal. Warlocks of the Requiem Dream's abilities are known to protect and project, creating a strange dichotomy for those who have been blessed with such abilities. She does not seem to particularly favor any race or any alignment, simply those willing to lay down their lives for a future which all mortal kind can live to enjoy. She encourages others to dream of a future where we all build upon the contributions of one another, and stand united against the trials the universe may put them through.
Spell Level | Spells |
---|---|
1st | Heroism, Thunderwave |
2nd | Warding Wind, Spiritual Weapon |
3rd | Life Transference, Spirit Guardians |
4th | Death Ward, Storm Sphere |
5th | Wall of Force, Dawn |
“Even if you do not feel it, it is our reliance on others that makes us strong, as is the very foundations of mortal kind.”Starting at 1st level, during a short or long rest, you and 1 willing creature of your choice can form and fall under your spiritual bond. Forming this spiritual bond is usually the result of sharing painful or important memories with one another, and if you already have done so before, it can also be done by reminiscing about the past or aspiring about things in the future. However, forming the bond is not limited to the formerly listed ways, and can occur a variety of other ways depending on the creature. Forming another spiritual bond using this feature ends your other spiritual bonds. All creatures under the spiritual bond gain the following benefits:
“There is always someone there, no matter how far. There is always someone with you, you just have to find one another.”Starting at 6th level, you and your allies can lend one another guidance in times of great strife. Once per short or long rest, a creature under your spiritual bond can use their action to form a mental link with 1 other creature under your spiritual bond for up to 10 minutes, and stop any time before that using an action with the following conditions:
“That is how your ancestors advanced. Your bodies relent easily, but should we combine our efforts, fate itself becomes fragile.”Starting at 10th level, you can touch the hearts of others with greater ease, and the depths of your bonds grow deeper. When you form a spiritual bond with Morphogenetic Resonance, you can now have a number of creatures up to your Charisma modifier (minimum 1) fall under your spiritual bond instead of 1. Forming another spiritual bond using this feature ends your other spiritual bonds. Additionally, other creatures no longer need to be proficient in an ability check or saving throw for any creature under the spiritual bond to add 1d4 to their ability checks and saving throws.
“I will lend you my strength and ideals, all I beg of you is that we can dream of the future together someday. Where people we don’t know live without the will of the gods holding them back, escaping the reach of the hands of fate. I will lend you this because there was no one to lend me freedom from the binding chains. I will lend you this so the same mistakes cannot be made again, or so is my dream.”Starting at 14th level, your patron grants you and your allies a moment of respite. As a reaction, you can banish all willing creatures under your spiritual bond to a demiplane (ignoring restrictions on dimensional travel) for 1 minute, or until you end the effect as a bonus action. At the same time this ability was used, illusory doubles of your allies appears where they were before they were banished. The doubles lasts for the same duration. Each of your allies can use their bonus action to move their illusory double up to twice their speed and make it gesture, speak, and behave in whatever way they choose. The demi-plane is nearly identical to the locations the creatures that were banished from, including facsimiles of creatures, objects, and structures. This demiplane has dreamlike qualities such as chromatic aberration or an ever shifting sky. Any changes to the planes you left are reflected in this demiplane. Nothing native to the demi-plane can leave, and things formed by the demi-plane are fakes that only behave to reflect what occurs to their real counterpart outside the demi-plane. Creatures in this demi-plane cannot be harmed, injured, or negatively affected by the facsimiles that exist within the demi-plane, and if the would be forced to interact with a facsimile, you can choose to have that facsimile cease existing in the demi-plane. Creatures banished are returned to a location outside the demi-plane most similar to their location in the demi-plane when leaving. If any creatures or objects would overlap with anything when they return, they are safely ejected to an unoccupied space nearest to where they would have otherwise appeared. Once you use this feature, you cannot do so again until you finish a long rest.