Base Class: Sorcerer
Infinite and eternal possibilities of dreams fuel your innate magical capabilities. Sorcerers of Eternal Slumber shephard others into a deep slumber and shape the dreams of those who sleep. Will you use these gifts to help the restless find tranquil and true rest, or will you fill your enemies nights with terror and turn their days into a living nightmare.
As an Eternal Slumber Sorcerer, you decide how you acquired your powers. Where you born cursed by a nighthag, raised by brass dragon or did you venture too deep into the plane of dreams or dal-quor.
Soothing Spells
When you reach a Sorcerer level specified in the Soothing Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Sleep, Dissonant Whispers, Calm Emotions, Mind Spike |
| 5 | Fear, Slow |
| 7 | Phantasmal Killer, Hallucinatory Terrain |
| 9 | Dream, Modify Memory |
Lull the Weak
At 3rd level, when you gain this subclass you gain the ability to send others into a magically induced sleep instead of dealing mental damage. When you deal psychic damage from a spell to a creature, you can forgo dealing damage and double the amount of dice you would normally roll. If the total amount you roll from the additional dice is more than the current hit points of the targeted creature, it falls asleep for 10 minutes and is unconscious. The creature regains consciousness if another creature within 5ft of the creature uses their action to wake up the target or if the creature takes damage.
Additionally, starting at 6th level, when you use this feature while you have the Innate Sorcery feature active, instead of doubling the dice, you triple them.
Dreamshaper
At 6th level you gain the ability to affect the dreams of others. As an action you touch an unconscious creature and have it be affected by one of the following options:
- Deep rest: when the targeted creature next wakes, they gain an amount of temporary hit points equal to your sorcerer level. Additionally, they gain 1d6 which they can use on any d20 check after rolling but before the outcome is determined and add the d6 to the total.
- Dream read: You can read the target's mind as if they were under the effects of Detect Thoughts, but the target automatically fails their saving throw if you probe deeper, and is not aware of you reading their mind.
- Curse of insomnia: You can curse the target to have restless nights. The target gains no benefits from short and long rests, and is incapable of resting while under the effects of this curse. While the curse is active, you know roughly the targets distance and direction from you. The target makes a saving throw against your spellcasting modifier at each dawn, breaking the curse on a success.
You can use this feature a number of times equal to your Charisma modifier regaining spent uses on a long rest.
Phantasmal reality
At 14th level you gain the ability to torment others when waking from a dream by turning their reality into living nightmare. As a reaction when an unconscious creature you can see within 30ft of you regains consciousness, you can force the creature to make a Charisma Save against your Spell Save DC or take 4d8 psychic damage and be charmed by you. You regain hit points equal to half of the damage dealt this way. While charmed in this way:
- The creature cannot distinguish friend from foe, is hostile to all creatures, and attacks the nearest creature that it can see. If there are two creatures within equal distance, the DM chooses which creature it attacks at random.
- The creature makes all attack rolls with advantage and all attack rolls against the creature are made with advantage
- The creature has disadvantage on Charisma checks, and can speak only falteringly
- The creature can’t concentrate on a spell.
Aura of Tranquility
At 18th level your sleep inducing magic naturally start to ooze out and emit a soothing aura. You emit an aura around you in a 15ft radius. Creatures of your choice are subjected to the effects of the Sleep spell when the creature enters the area for the first time on a turn and starts or ends its turn there. The creature makes this save only once in a turn. You can also as a bonus action spend 2 sorcery points to increase the radius by 15ft for 10 minutes.
Previous Versions
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12/19/2024 4:16:58 AM
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1/21/2025 9:57:05 PM
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Coming Soon
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