Sorcerer
Base Class: Sorcerer

Dreamweaver sorcerers are compound individuals inhabited by spirits from the plane of dreams. They harness magic from the dream plane.

1st: Dream Magic

You learn additional spells when you reach certain levels in this class, as shown on the below. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

1st: Sleep, Faerie Fire

3rd: Augury, Phantasmal Force

5th: Detect Thoughts, Catnap

7th: Sending, Mordenkainen's Private Sanctum

9th: Dream, Modify Memory

1st: Well Rested

You can bless a number of creatures with the resting power of the dream plane. Choose a number of creatures equal to your charisma modifier.

The next time one of those creature finishes a short rest, it can roll additional hit dice equal to your proficiency bonus and remove one level of exhaustion (if any).

1st: Sweet Dreams

Your affinity with the plane of dreams heightens the potency of your sleep spell. When you cast sleep, it has the following benefits:

  • Sleep is unaffected by immunity and resistance to the charmed condition
  • You gain a bonus to the roll equal to your sorcerer level plus your charisma modifier plus your proficiency bonus
  • Creatures with levels of exhaustion require only half their remaining hit points to be put to sleep

6th: Fatigue

You can use your magic to exhaust the energy of creatures around you.

Whenever you use a Metamagic option to augment a spell, you can choose one creature effected by the spell to make a constitution saving throw against your spell save DC to suffer one level of exhaustion on a failed save.

You can use this feature an amount of times equal to your proficiency bonus.

14th: Dream Walk

Your ability to modify dreams is menacingly potent. When you cast the dream spell, you have the following additional option to choose from:

The target of the spell appears in the corner of a 20 foot cube. The messenger disappears off the material plane and appears at the opposite corner of the cube. You choose the appearance of the cube and can alter the messengers appearance to your liking so that the target cannot recognize the messenger. The messenger can engage in combat with the target, with the messenger taking the first turn. Any magical effects on the messenger and target are halted when the nightmare begins. Any magical equipment becomes non - magical. Any damage the messenger deals to the target can be changed to psychic damage. The messenger can end the combat at anytime, otherwise the combat lasts for one minute. The target can make an intelligence saving throw at the end of its turn to end the spell. You can spend two sorcery points to force the target to roll with disadvantage. When combat ends, the target takes two levels of exhaustion and wakes up. The messenger reappears within 5 feet of you.

Once you use this option against a creature, you cannot use this option against that creature for 7 days.

18th: Premonitions

When you visit the plane of dreams, glimpses of the future flash in your mind.

When a creature you see makes an attack roll, saving throw, or ability check, you can cause the roll to gain a bonus or penalty to the roll equal to your charisma modifier. You can use this feature twice per long rest. Additionally, you cannot be surprised.

 

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