Base Class: Sorcerer
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Imaginary Friend
When you summon your Paracosm into the real world it acts as its own entity but will follow any command given to it. The paracosm has a flying speed of 30ft and has no need to eat, sleep, or breath
While in the material plane;
- The paracosm cannot interact with or be interacted with anything physical besides yourself
- The paracosm can fit through a 1 inch by 1inch small space
- The paracosm cannot speak but understands any language you speak
- The paracosm can only be seen by you and those with truesight
Once per long rest your paracosm can enter the mind of a sleeping creature to relay a message or spy. If the mind of the target would like to resist they must make an intelligence or wisdom saving throw, (their choice), and on a success the paracosm is shut out of their mind and the creature immediately wakes up. The paracosm can only see what the target is dreaming of at that exact moment.
As a bonus action you can spend a sorcery point and manifest your paracosm into a physical entity within the material plane for one hour. While in this form the paracosm acts as if you casted the find familiar spell. When you summon your paracosm in this way you must choose one of the animals in the find familiar spell to base the paracosm's physical stat block as.
Master of Sleep
At first level you always have the sleep spell prepared, this spell does not count against the number of sorcerer spells you know. Creatures that are immune to sleep, such as elves with fey ancestry, lose this ability when put to sleep by you, however they make the saving throw with advantage.
Invoke Nightmare
Starting at sixth level you gain the ability to draw out a nightmare from your target. Spending 2 sorcery points you can pick a target within 30ft to make a WIS save against your spell save DC. Upon a failure the target takes 3d6 physic damage and is frightened. At the end of each of their turns they must make another WIS save, on a failure they take an additional 3d6 physic damage. On a success, the effect ends. At 11th level the damage increases to 5d6 and at 17th level the damage increases to 6d6.
False Self
At fourteenth level, if you go unconscious you can spend up to 7 sorcery points to project a non physical copy of yourself that can continue fighting. For each sorcery point you spend your false self can last in the material plane for 1 round. It cannot communicate or interact with physical objects but it can still cast spells. While in this form you have a {{10+proficiency}} Ac and {{5+classlevel}} HP.
Gateway
At 18th level the veil between the material plane and the dream plane grows very thin, with you acting as a gateway between the two worlds. Once per long rest you can activate this ability for 1 minute and gain the following benefits;
- The terrain around you becomes difficult terrain for any creature of your choice to a maximum of a 60ft radius. (this effect follows you)
- You gain a flight speed equal to your running speed.
- You gain advantage on wisdom, intelligence, and charisma saving throws
- You gain an AC bonus of +1
- Any creature that has succumbed to your sleep spell will not awake from damage dealt by your spells.
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