Base Class: Sorcerer
Weave the Unreal Into Shape
Your magic comes from the borderland between waking and dreaming, where thought becomes image, image becomes sensation, and sensation sometimes forgets that it is not real. Perhaps you were born during a prophetic dream, wandered too deeply into the Feywild, slept beside a planar rift, inherited the blessing of an oneiric spirit, or survived a nightmare that should have killed you.
Level 3: Weave Dreams
Your magic gathers around you as half-formed dream-stuff. You emanate a Dreamscape Aura, a 15-foot Emanation. The aura’s radius increases to 30 feet when you reach Sorcerer level 6 and to 60 feet when you reach Sorcerer level 14.
As a Magic action, you can use one of the following effects.
Dream of Creation. You create one Dreamwork in an unoccupied space you can see within your Dreamscape Aura. The Dreamwork is a fragile magical object made from condensed dream-stuff. It must fit within a 5-foot Cube, weigh no more than 10 pounds, and resemble a nonmagical object, such as a key, mask, rope, blanket, chair, ladder, cloud, flower, or similar item.
The Dreamwork lasts until you finish a Long Rest, until you dismiss it (no action required), until it is outside your Dreamscape Aura, or until it takes damage.
A Dreamwork can be touched, carried, climbed, stood on, or moved like a normal object. As a Bonus Action, you can move one Dreamwork you can see up to 15 feet to an unoccupied space within your Dreamscape Aura.
The Dreamwork can’t be used to attack, defend, cast spells, create wealth, provide cover, operate precise mechanisms, or duplicate a tool that requires fine mechanical precision. It can support up to 100 pounds. This weight increases to 200 pounds when you reach Sorcerer level 6 and to 500 pounds when you reach Sorcerer level 14.
You can maintain a number of Dreamworks equal to your Charisma modifier (minimum of one). If you create a Dreamwork beyond this number, one Dreamwork of your choice vanishes.
Dream of Rest. You alter the dreams of one sleeping creature within your Dreamscape Aura. If that creature is taking a Long Rest, you can choose to grant it Temporary Hit Points equal to your Proficiency Bonus, and its Exhaustion level, if any, decreases by 1.
You can use Dream of Rest a number of times equal to your Charisma modifier (minimum of once) and you regain all expended uses when you finish a Long Rest. If you have no uses left, you can spend 1 Sorcery Point to use it again.
Level 3: Dream Spells
When you reach a Sorcerer level specified in the Dream Spells table, you thereafter always have the listed spells prepared. Each spell counts as a Sorcerer spell for you, but it doesn’t count against the number of Sorcerer spells you can prepare.
| Sorcerer Level | Spells |
|---|---|
| 3rd | Minor Illusion, Silent Image, Sleep, Phantasmal Force, Suggestion |
| 5th | Hypnotic Pattern, Major Image |
| 7th | Hallucinatory Terrain, Phantasmal Killer |
| 9th | Dream, Seeming |
When you cast an Illusion spell or a spell from your Dream Spells feature, you can present the spell’s effects as a waking dream, causing affected creatures to perceive the spell through dreamlike images or altered scenery of your choice. This changes only the spell’s appearance and sensory details, not its game effects.
Level 6: Oneiric Sorcery
When you cast a spell of level 1 or higher from your Dream Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components.
Level 6: Phantasmal Weaving
Your phantasms no longer merely imitate substance. You can weave them into dream-stuff that briefly presses against the waking world or slips inward through a sleeper’s mind. You gain the following benefits.
Waking Thread. When you create a Dreamwork, or as a Bonus Action while a Dreamwork is within your Dreamscape Aura, you can spend 1 Sorcery Point to make one Dreamwork briefly more real. The Dreamwork gains one of the following benefits until the start of your next turn:
Dream Barrier. The Dreamwork can provide Half Cover.
Dream Snare. The Dreamwork’s space is Difficult Terrain for creatures of your choice.
Dream Step. One willing creature within 5 feet of the Dreamwork can move up to 10 feet without provoking Opportunity Attacks.
A Dreamwork empowered in this way still can’t deal damage.
Sleeping Thread. When you use Dream of Rest on a creature, you can spend 1 Sorcery Point to enter or shape that creature’s dream for up to 10 minutes. If the creature is unwilling, it must succeed on a Wisdom saving throw against your spell save DC. On a successful save, this benefit fails.
For the duration, you can perceive the dream, speak into it, and alter harmless sensory details within it, such as scenery, sounds, weather, figures, or the apparent form you take in the dream. You don’t learn the creature’s memories or secrets unless the dream reveals them or the creature shares them.
While shaping the dream, you can cast an Illusion spell of level 1 or higher and cause the spell’s effects to appear in the dream instead of around you. The sleeping creature perceives the spell as if it were awake and able to see and hear the illusion. The spell affects only the dream and the sleeping creature, and otherwise follows its normal rules.
This benefit ends early if the creature wakes, if you have the Incapacitated condition, or if you end it (no action required).
Level 14: Shared Lucidity
You and a number of creatures of your choice in your Dreamscape Aura equal to your Charisma modifier (minimum of one creature) can’t be put to sleep by magic and have Advantage on Investigation checks and saving throws made to discern, resist, or end Illusion effects.
Level 18: Dream of a Better World
You can impose a complete dreamscape onto the waking world.
You always have the Mirage Arcane spell prepared. It counts as a Sorcerer spell for you, and it doesn’t count against the number of Sorcerer spells you can prepare.
You can cast Mirage Arcane once without expending a spell slot. When you cast it in this way, its casting time is a Magic action, and its duration is 10 minutes.
Once you cast Mirage Arcane in this way, you can’t do so again until you finish a Long Rest unless you spend 7 Sorcery Points to use it again.
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