Sorcerer
Base Class: Sorcerer

There is a saying, "Everyone has a dream." well that's not entirely true. There are those few who are born without a whisper of a passion or a dream, some are just born with nothing, so some of those few choose to help others achieve their dreams, while others choose to take or destroy the dreams of others in hate.

Dreamless

Starting when you choose this subclass at 1st level, you do not need to sleep. Instead, for 4 hours, you can stay in an almost lifeless trance where you can still sense your surroundings but not mess with them in a strenuous the benefits of a long rest. Also, magic can't put you to sleep, and you have Advantage on all saves to keep from being knocked unconscious.

Dream to Reality

Exploiting people's fears isn't as hard as it might sound. Starting at 1st level, as an action you can make a creature you can see within 30 ft. make a Wisdom saving throw contested by your spell save DC. On a failure they fall into a dreamy stupor of your choice between their greatest pleasure, or their greatest fear. While in this stupor they are blind to their real surroundings, sensing only the dream. This also leaves them prone. The creature can make the save to end the stupor once per turn when they are hit or take damage. This Stupor lasts for 1 minute. On a successful save nothing happens. You can use this ability once per long rest.

At 6th level, if the creature in the stupor isn't awakened before the minute, they take 3d8 psychic damage. This damage increases by 1d8 at 10th (4d8), 14th (5d8), 18th (6d8) level.

Dream Eater

At 6th level, when a creature within 30 feet of you dies or is knocked unconscious, you can consume their dreams as a reaction, you then regain hit points equal to your level. If the creature was knocked unconscious, they take damage equal to the health you regain.

Nightmare Tokens

At 14th level, when a friendly creature you can see within 30 ft of you finishes a long rest you can collect the after images of their dreams and create a nightmare token (max of 3 tokens). You can expand the use of one of these tokens in one of ways.

1. Dreamy Regeneration: As an action you can use 2 tokens to roll 1d6 and regain a spell slot of that level or lower. You can also use 3 tokens to regain to spell slot of 9th level or lower.
2. Sleepless Resistance: As a bonus action you can gain +1 AC per token spent for 10 minutes.
3. Nightmare Fuel: As a reaction when you are hit with an attack you can use 1 token to gain resistance to the attacks damage (if the attack uses multiple types of damage choose 1 to gain resistance to), or you can spend 2 tokens to gain Immunity to the attack instead. 3 tokens can be used to gain Immunity to that 1 type of damage for 1 minute.

Plane of Dreams

At 14th level, once per day as an action you can teleport yourself and up to 6 creatures into the dream plain for up to 12 hours, if a creature isn't willing to be brought with you it must succeed on a charisma save against your spell save DC or be brought with you. You can't use this ability for 24 hours.
You return to your exact previous locations either after the 12 hours are up, when you choose to return, or you are knocked unconscious. If there is something in your previous location you land in the nearest open spot.
Also, the Awaken and Dream spells are both added to your sorcerer spell list of spells you can cast.

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