Base Class: Sorcerer
Your magical power originates from some being or influence that has a deep rooted power over the land of dreams. This magical influence allows you to thin and possibly destroy the line between the realm of imagination and reality. Those who gain this sort of magical power tend to have more vivid dreams and are very prone to lucid dreaming. In some cases, their dreams even show visions of reality.
Empowered Rest
Starting at 1st level, once per long rest, you can empower the repose of a creature of your choice (including yourself). The chosen creature can gain the benefits of a long rest in half the time it would normally take them. Additionally, upon ending their long rest, the affected creature gains 1d6 temporary hit points. The temporary hit points are lost once the affected creature completes another long rest.
The number of creatures that can be affected and the number of dice rolled for temporary hit points both increase simultaneously. You can affect 2 creatures and have each roll 2d6 at level 6, 3 at level 10, 4 at level 14, and 5 at level 18.
Aura of Reverie
Also at 1st level, you can shape others' perception of you by exuding a dreamlike aura around you that corresponds to the impression you want to convey. When you roll a Charisma based ability check, you can choose to roll it with advantage, though you must do so before knowing the result of your roll. You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long rest.
This aura might make you seem slightly larger if you are performing an Intimidation (Charisma) check, or you might exude a pleasant smell if you are performing a Persuasion (Charisma) check.
Eye of the Beholder
At 6th level, you pull from the minds of others and gain the ability to change your physical appearance in an effort to beguile or to terrify those around you. As a bonus action, you can spend 1 sorcery point to alter your appearance. A creature of your choice in a range of 100 feet must make a Wisdom saving throw. On a failure, the creature is either charmed or frightened until the start of your next turn.
Dream Strider
At 14th level, your power over the slumber of others increases greatly. You can now expend the use of your Empowered Rest during a short rest rather than a long rest and gain all the same benefits, though you can still only use this ability once per long rest. You also gain access to the dream spell and can cast it without using material components.
Additionally you temporarily gain access to certain dreamlike effects which you can activate as a bonus action by expending 2 sorcery points, and all effects last 1 minute. You may only have one effect active at a time :
- A mystic cloud appears under you, dropping a rain of noxious sand under itself. You gain a flying speed of 60 feet, during which you can hover and any creature you fly above takes 2d4 psychic damage.
- Your physical body fades between dream and reality. You gain resistance to psychic, bludgeoning, slashing and piercing damage, including from magical weapons.
- You can cling to the minds of others, using them as hooks for transport. Your speed is doubled, and as a bonus action you can teleport adjacent to any creature within 150 feet of you.
You can end any effect early as a bonus action.
Somnolent Energy
At 18th level, you can mess with the minds of creatures around you to temporarily send them into a state of deep slumber. As an action, you can spend 5 sorcery points to target a creature within 100 feet of you that you can see. The targeted creature must make a Charisma saving throw. On a failure, the creature is knocked unconscious and gains one level of exhaustion. At the start of your next turn the creature comes back from consciousness and takes 3d10 psychic damage as it jolts back to the waking world, awoken by a horrendous vision. The affected creature is immune to your Somnolent Energy ability for 1 hour.
This ability does not affect the creature if it cannot be put to sleep by magical means.
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