Dark Gift of the Nightmare Court by SHG
When you gain this Dark Gift you also gain the Dream Walker Initiate Feat.
Nap Time
If you roll a natural 1 on a saving throw while in the waking world you fall into a deep sleep for 1 minute and you can choose to turn the failed save into a success. You cannot be woken from this sleep by normal means. A remove curse spell or similar magic must be cast upon you to wake you up. If you are woken up before the minute is up, you must re-roll the saving throw you failed and use the new roll to determine the effects.
Controlled Sleep
You've mastered falling asleep quickly and can put yourself into a sleeping trance. As an action, you can enter a sleeping trance; even if you've already taken a long rest within the last 12 hours. When dreaming you can use your action to try and wake up by rolling a Charisma Saving Throw, waking up on a success. Additionally, if you fail a save against a spell or effect that would put you to sleep you can choose to succeed instead. Once you use this ability you can't use it again until dawn the next day.
Sleep of the Nightmare Court
You can cast the spell Sleep a number of times per day equal to your proficiency modifier without using a spell slot. When you cast the sleep spell in this way, it is cast at 3rd level. When creatures wake from this sleep they must roll a Charisma saving throw against your spell save DC. On a failure the creature awakens with the frightened condition which lasts for one minute. On a successful saving throw the creature is still frightened but only until the start of their next turn. Uses recharge each day at dawn.
Dream Weaver
You can cast the spell Dream once per day without using a spell slot. This ability recharges daily at dawn.
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