Bard
Base Class: Bard

Practiced exclusively by aberrant beings and those whose sleep has come in close proximity with the dreams of monsters beyond imagination, the College of the Primordial Slumber is an archaic college borne of chaos, dreams, and nightmares, one with no official colleges that teach it in the modern day. Instead this subclass's traditions and abilities are attained by those who sleep may pick up upon its rhythm in the chaos and darkness of sleep, from the mutterings of otherworldly beings, or perhaps even by encountering it on stray winds from the astral sea or far realm. 

 Whether through song, dance, or other means of expression, Bards of Primordial Slumber are known to call upon aspects of dreams and nightmares from monsters and deities alike to twist the world to their liking.

Illusions of Reality

At 3rd level, you can call upon minor aspects of otherwordly beings to come to manifest physically. You learn either the Dancing Lights, Prestidigitation, or Thaumaturgy cantrip, which doesn't count against the number of bard cantrips you know. Following a long rest you can switch which cantrip you have access to.

Dancing Lights

Dancing Lights

Prestidigitation

Prestidigitation

Thaumaturgy

Thaumaturgy

Aspects of Nightmare & Dream

At 3rd level, you become adept at lulling even the most alert creatures into slumber. As a reaction before initiative is rolled, choose a number of creatures equal to your proficiency bonus that you can see within 60ft. Those creatures are then immediately put to sleep until the end of their next turn. You can use this ability once per long rest.

In addition, your sleeps and abilities ignore sleep resistances and immunities.

Illusions of the Mara

At 6th level, you are able play haunting lullabies which send your enemies into dreamless slumber. As an action, you may expend a use of your Bardic Inspiration to make a hostile creature that can hear you within 60ft fall asleep for 1 minute. The creature can make a Wisdom Saving Throw against your Spell Save DC to end this effect early at the end of its turn.

Slumber of the Attuned

At 14th level, you have reached a point where you are for better or worse fully intwined with the dreams and nightmares of the multiverse at all times. You no longer need to sleep, though you must still spend at least 4 hours each day in a dream like trance to avoid exhaustion, during which your resting mind will have a small, harmless effect on the world around you, as seen on the table below:

d10 Intrusion of the Mind
1 A variety of wildflowers sprout and bloom in the vicinity.
2 The weather randomly changes in a 1 mile radius, becoming temporarily clear, rainy, snowy, or windy, as decided by the DM.
3 The ground in the vicinity is covered by a light fog.
4 Any nearby light sources extinguish, relighting after you awaken or if someone lights them.
5 Beasts in the vicinity become slightly quieter or louder
6 A flame the size of a fingertip flickers above your forehead until you awaken
7 A random object within 10ft becomes temporarily awakened, and dances as you rest.
8 Nearby plant life in a 30ft range grows much faster than normal.
9 A random mundane food item within up to 50ft has a bite mark appear on it.
10 A variety of Illusory eyes appear within 15ft, flickering open and closed at random.

In addition, your spells and abilities ignore resistances and immunities to charm effects and the charmed & unconscious condition.

Caller of Dream and Nightmare

At 14th level, you are able to manipulate reality around you by calling upon aspects of your own dreams and nightmares to aid you. As an action, you can pull out the Failed Dreams of a sleeping or unconscious creature, creating a Failed Dream specter that is under your control. 

In combat, the Failed Dream shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Failed Dream can take any action of its choice, not just Dodge. The Failed Dream has advantage on attack rolls against the creature it came from and the creature it came from has disadvantage on attack rolls against the Failed Dream.

You can only have one Failed Dream active at a time and a summoned Failed Dream disappears at sunrise. You can summon a number of Failed Dreams equal to your CHA bonus per long rest.

Failed Dream Specter statblock

 

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