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Prerequisite: Charisma score of 18 or higher Intelligence of 16 or higher
 

You gain the ability to enter an intelligent creature's dream and let the target take psychic damage .


You target one sleeping intelligent creature. You must know the whether the creature is sleeping
at that time, the creature's name and the creature's location.

When you cast the spell the DM and the player of the target first determen the state of sleep, choosing between:

Deep Sleep: the target is vast asleep and surrounding
noice that is not loud would not wake the target up.

Regular Sleep: the target's sleep is regular, noice directed to the target wakes them up
Ambient noice would not wake the target up.

Weak Sleep: The target's sleep is troubled.
Ambient noice wakes the target up. Quiet noice such as birdsinging does not wake them up.

 

Effects of Sleep:

Deep sleep gives the target disadvantage to all saving throws and checks that are a direct consequence of
an action of the spellcaster.

Weak sleep gives the target advantige to all saving throws and checks that are a direct concequence of
an action of the spellcaster.

Weakening the sleep means that the state of sleep changes as followed:
deep sleep -> regular sleep -> weak sleep -> awake

To hit:

The target must make a wisdom saving throw, DC: 10 + your intelligence modifier + your
spellcasting ability modifier.
If the target is in a deep sleep it has disadvantage on the saving throw. If the target
is in a weak sleep it has advantige on the saving throw.
If it fails the saving throw your image enters the target's current dream.
At the start of the dream you have full control over your own body and actions, but not
over the dreamworld.
Unless specified otherwise physics still work the same in the dreamworld.

Once you are in the dreamworld you can cast the following spells at will without spending a spellslot:
non of these are counted as concentration-spells unless specified otherwise:

Disguise Self: The target makes an investigation check against your spell save DC. If the target fails the check you can change your appearance up to 1d4+1 times in the dreamworld. If the target succeeds its investigation check you change your appearance but lose the ability to cast Disguise Self again while in the dreamworld. The target's sleep also weakens.


Thaumaturgy: The target makes an investigation check to a DC of 10 + charisma modifier + half your spellcasting modifier.

If the target fails it takes 1d4 psychic damage and is frightened. If the target succeeds its investigation check you lose the ability to cast Thaumaturgy again while in the dreamworld. The target's sleep also weakens.

Shapechange: Given that you have already successfully cast Disguise Self, you can use one of your appearances to cast Shape Change with the following changes: You must succeed in a saving throw: d20 + spellcasting modifier against a DC of 10 + twice the targets investigation modifier.
If you already have casted thaumaturgy successfully you can speak even if the creature you changed into cannot speak any languages.
You now have advantige on all throws relating to the target in any way and the target has, in case it had not already, disadvantage to all throws relating to you.
The creature can become frightened if the form u take is ment to scare him. All psychic damage dealled while being in this form and in line of sight triples.

Friends: You can cast Friends without need of any material components.

Cause Fear: The target takes 1d4+ intimidation modifier of psychic damage and weakens the sleep.

Conjure Animals:The target makes an investigation check DC: 10 + your animal handling modifier.
On a failed check the following happens:
You summon creatures according to the conjure animals spell.
The creatures obey your verbal and non-verbal commands without opposition.

On a successful check you can only call upon half as many animals and
the sleep of the target weakens.

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