Sorcerer
Base Class: Sorcerer

When you go to sleep you're consciousness travels to a place full of wonder and joy or a place full of fear and despair. The dream realm is a realm made from the creature's subconsciousness it can either be a place of comfort and rest or a place of nightmares some can break out of the illusion and manipulate what's present in the dream space to make it their own. In extremely rare situations there have been reports of creatures being able to bring parts of their dream to life in the material world. Whether it be a creature waking up from an eternal sleep curse or a creature constantly in a dreamy state, these creatures are able to wield the magic of the dream realm and walk in between the lines of dreams and reality are called dream walkers. Some of these creatures embrace the joy and wonder of dreams but some embrace more of the frightening and nightmarish side of it.

Spells of Slumber

1st-level Dream Walker feature

You learn additional spells when you reach certain levels in this class, as shown on the Spells of Slumber table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a illusion or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
SORCERER LEVEL SPELLS
1st silent image, sleep, minor illusion
3rd phantasmal force, blindness/deafness
5th catnap, leomund's tiny hut
7th phantasmal killer, raulothim's psychic lance
9th dream, hallow

Pleasent Dreams

Sleeping should be a time for relaxation. At level 1 when you begin a long rest, select any number of willing creatures you can see within 30 feet up to your Charisma modifier (minimum of 1). Upon completion, all targets selected that stayed within range and were not disturbed gain 1d6 + half your sorcerer level (minimum 1) temporary hp. The die increases to d8 at level 5, d10 at level 11, and d12 at level 17.  

Invoke Nightmare

At 6th level, you can call upon a nightmare to temporarily distract your opponent. You learn a new metamagic option, when you cast an illusion or an enchantment spell that forces a creature to make a saving throw, you can spend 1 sorcery point and target one creature affected by the spell. You may roll the die equal to that of your Pleasant Dreams and subtract it from the target’s first saving throw. This ability costs 1 more sorcery point each time it is used, resetting back to 1 on the completion of a long rest

Space Between

At 6th level, when taking a long rest, you begin to go into a half-dream state, and are able to select one of the following benefits.

● Fully Awake: You can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

● Half Awake: You spend at least six hours in an inactive, motionless state. You appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

● Deep Sleep: Your long rest finishes within 4 hours. Until the next long rest, you can not be put to sleep by magical means unless you allow it to happen.

Split Consciousness:

Your exposure to the dream realm has enhanced your mental fortitude. At 6th level, you gain resistance to psychic damage, and you have advantage on concentration checks for spells from your spells of slumber list.

Distant Dreamer:

Sometimes you want to go back to you’re bed when things get tough. At 14th level, you and any willing creatures, up to your charisma modifier(minimum 1) that are within 10 feet of you that you can see, teleport to the last place you took a long rest.

Phantasmagoria:

As you’re power and connection to the dream realm continue to grow, you temporarily become one with the dream realm. At 18th level, you take on a form of wonder or Nightmare and gain the following benefits.

  • You and all ally creatures within 30 feet get advantage on attack rolls 
  • All enemy creatures within 30 feet get disadvantage on saving throws from spells you cast 
  • You and your allies can change their damage type to psychic 
  • You gain a flying speed equal to your walking speed in this form
  • You get advantage on all Saving throws as long you’re in this form
  • You get Immunity to the charmed condition and fear. 

This form lasts for 1 minute and ends early if you're incapacitated or fall unconscious. You can use this feature once per long rest or unless you spend 8 sorcery points to use it again.

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