Sorcerer
Base Class: Sorcerer

A being blessed with the powers of dreams, able to manipulate and traverse the dream plane at will.

Dream Sand

Dream sand flows from your body.

You gain access to the Sleep spell, if you didn't already have it.And when you cast the sleep spell, the number of dice you roll is increased by a number of 2d8 equal to your charisma modifier. Example, +2 charisma adds 4d8.

Additionally, damage no longer wakes up a creature under the effect of your sleep spell.

Walk between Dreams

During a long rest. Choose a creature within 100 feet, you enter their dreams during that rest. The creature must be one that can and is asleep. A non willing creature makes a wisdom saving throw against your Sorcerer Spell DC

While you are within a creature dreams, you have the power to manipulate them minorly. Choose one of the following options, or work with your dm on another option.

Comforting Dream: The creature gains a beneficial and restful long rest. they lose 2 points of exhaustion instead of 1, and they gain temp hp equal to your charisma modifier.

Preparation Dream: The creature dreams of practicing and preparation. They gain a +1 to attack rolls, saving throws and skill checks until they take another long rest.

Fearful Dream: The creature has a nightmare tailored to them. They have a -1 to attack rolls, and saving throws until they take another long rest.

Sand veil

Starting at 6th level, when you cast a spell of 1st level or higher that targets a creature. In addition to the normal effects of the spell, you can force the creature to make a charisma saving throw equal to your Sorcerer Spell DC. On a fail, the creature is drowsy. A drowsy creature will fall asleep as if effected by the sleep spell, at the end of their next turn. The effected creature may use their action on their turn to dispel this effect before it takes place.

If the creature falls asleep, they remain asleep for 1 minute, unless the creature takes damage or another creature uses its action to wake it up.

Additionally, if you cast the Sleep spell on a target who is already asleep. A shimmering layer of sand coats them. For the next 24 hours, until you end the effect early or if the magic is dispelled. the creature cannot be awoken and gains resistance to all types of damage. When the creature awakens after the full duration, they are given the benefits of a long rest and advantage on all attack rolls, saving throws, and skill checks. As well as a bonus to damage rolls equal to twice your charisma modifier (minimum of 2). This effect lasts until 3 days have passed, during this period the creature cannot fall asleep or gain any benefits from short or long rests. 

Day Dream

At 14th level, you gain the ability to enter a dream like state while awake.

As a bonus action you can enter this state, which lasts for 1 minute or until you use your bonus action to end it early.

While in this state, you have a flying speed equal to your walking speed. You gain a bonus to your spell attacks and your spell DC equal to your charisma modifier.

When you cast the sleep spell, you double the result of the total dice rolled.

Potent Dream Sand

At 14th level, your dream sand increases in strength

When you cast the sleep spell, the bonus die increases to 4d8.

Additionally, you may reroll up to 4 dice when you cast the sleep spell, and take either result.

Extended Dream

Beginning at 18th level, you can channel your dream magic into a creature. If the creature is awake, they must make a wisdom saving throw against your Sorcerer Spell DC or fall asleep. If the creature is asleep the effect takes place right away. A creature can choose to fail the saving throw.

A creature who has fallen asleep in this way, is in a dream land that they can tailor and alter to their wants and needs. Like a lucid dream. 

A creature who has fallen asleep in this way cannot be woken up, unless you end the effect as an action. Or a wish is cast to end the effect. This effect lasts until dispelled.

An asleep creature is immune to all damage and cannot be harmed. They also do not age and cannot die.

Every week after you have used this ability, the affected creature can remake its saving throw. It awakens and gains the benefit of a long rest if it succeeds. If you are present during the time it remakes the saving throw, you may use your action to impose disadvantage on it's roll.

If 1 year passes and the creature remains asleep, the creature no longer makes saving throws to wake up. The effect can still be ended by you or if a wish is cast to end it.

You may only have one creature affected by this feature at one time. If you use this feature on a new creature, the original creature immediately wakes up and the effect ends

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