Sorcerer
Base Class: Sorcerer

Your magic is drawn from an innate connection to sleep and the fabrication of dreams. Your clan has practiced the art of sleep magic for generations on end, working their way towards perfecting the so-called blessed sleep, and have passed on their current knowledge to you. Your connection to dreams allows you to shape and change other people's perception inside them. They also allow you to bestow pleasant or terrifying dreams to the sleeping, helping or hurting them. Your clan may have either started or stopped wars, and may have been mentioned in folklore, as beings like the sandman or the boogeyman. Whatever the case, you're free to choose how the sleep you bear will hurt or help others. 

Empowered Sleep Magic

At 1st level,  your empowered control over sleep and dreams allows your magic to affect even those who are immune to sleep. You can ignore immunity to magical sleep when targeting creatures with a spell that causes sleep, and magic can't put you to sleep

Dreamweaving

Starting at 1st level, the innate magic in your veins allows you to shape the dreams of others, for good or for bad. You learn the sleep spell and can cast it using a spell slot or 2 sorcery points. You also gain a number of dreamweaving dice equal to twice your proficiency bonus, and can use them for one of three things:

  • Pleasant Dreams: You can make up to 5 creatures get 1d10 temporary hit points on their next short or long rest.
  • Nightmare: You can use an action to make a sleeping creature suffer a nightmare, this nightmare lasts for 1 minute or until the creature is woken. Every time the afflicted creature starts with a nightmare they take 1d10 psychic damage
  • Message: You can use a bonus action to fabricate a creature in the sleeping creature's dream, then impart a message no longer than 25 words to the creature. You choose whether the creature looks intimidating or enthralling, or whether it has a physical form at all. you may make a charisma (deception) check contested by a wisdom (insight) check to make the creature think the message was their own idea.

You regain all expended die when you finish a long rest

Prophetic Dream

At 6th level, you no longer need to sleep to complete a long rest. You can spend 1 hour during a long rest to see a vision of what might happen for the next 24 hours. You may possibly see glimpses of combat, or of locales and hear words. The dream will end with a message of up to 25 words, they might be as vague or precise as your GM desires, but have to be cohesive and accurate to what will happen. (Example: Being of one eye, staring down with a club in hand. Glamorous fortress, with a beguiling king of glamour, Beguiling or beguiled. (You will meet a cyclops and it may evolove into a fight, you will also find an archfey king's castle, and charm him or be charmed)

Deep Sleep

At 14th level, your sleep magic becomes stronger. If you cast a spell that makes a creature fall unconscious you can expend 2 dreamweaving dice to create a dream so pleasant that the creature will not want to wake up at all. A creature affected by this cannot be shaken awake and will not wake up if it takes damage. It will only awake when the duration ends. 

The Blessed Sleep

Starting at 18th level, you can use an action to trap a creature in a dream of complete release. The creature must make a Wisdom saving throw against your spellcasting modifier. On a failure the creature falls unconscious, and is reduced to 0 hit points, the creature cannot be healed by anything short of a wish spell. As a result of the dream the creature has disadvantage on all death saving throws, and if it dies it is treated as if the gentle repose spell has been cast on it.

Once you use this feature you can't use it again until you finish a long rest

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