Base Class: Wizard
The School of Somnomancy explores the realm of dreams. As you focus your studies in this tradition, you learn to manipulate the energy that seduces creatures into a deep slumber. As you progress, you learn to induce unending sleep, rendering your adversaries helpless.
Most people see somnomancers as powerful enchanters. Some see them as benevolent healers, allowing rest for the restless. Others are terrified of the vulernability they induce when they use their power against the unwilling.
Potent Sleep
At 2nd level, you have learned to overcome a creature's natural resistance to sleep. Spells you cast that render a creature unconscious ignore a creature's immunity to being charmed.
Insomniac
Starting at 2nd level, you no longer require sleep, and magic can’t put you to sleep.
Heavy Slumber
Starting at 6th level, you add the sleep spell to your spellbook if it is not there already. When you cast the sleep spell you double the number of die used when calculating how many hit points of creatures the spell can effect.
In addition, creatures have disadvantage on saving throws against spells you cast that magically put them to sleep.
Sleep Deprivation
Beginning at 10th level, creatures gain one level of exhaustion when you magically put them to sleep. In addition, psychic damage you deal to unconscious creatures does not cause them to wake up as a result of taking damage.
Persistent Dream
Starting at 14th level, you can use magic to force a creature to fall asleep. As an action, you can choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it enters an unending sleep, falling unconscious until it takes damage or you use this feature again.
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Posted Dec 19, 2021You may cast necromancy spells dealing psychic damage instead. Necromancy spells that create undead instead create "slumbering" creatures. These necromancy spells may be cast on a living creature if they fail an intelligence saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. "Slumbering" creatures deal psychic damage rather than necrotic damage. Spells that affect undead or dead creatures may affect unconscious or "slumbering" creatures (ex: Speak with Dead becomes "Speak with Slumbering").