Sorcerer
Base Class: Sorcerer

"I see that you have thrown away something you should not have. Under any circumstances. How will you, salvation offer, to those who cannot be saved? I abandon here my love." ~ Unattributed

In many lands, death does not hold relief. And so some turn to the sweet oblivion of sleep instead. The object of their faith is the slumbering blood possessed by some creatures, figures who inspire clerics to inspire their teachings. Such individuals can appear even godlike in bleak worlds where others desire to be reborn, free from the seduction of life and death. They wield a final mercy extended to the forlorn and the forgotten, a balm to those weary of the weight of this life.

It's precisely love that could lead to betrayal, allowing the lost poisons to seep in to those unaware. Sorcerer's of Slumber are often, but not always, poisoners or those who delve into dreams through concoctions granting ebony sleep. Seeking perhaps oaths or secrets hidden by the world. It's through these connections that they often end up changed. Warped. Altered into those same forces that inspire faith.

Must we be sad forever, and ever? What should we do? Can we be forgiven?
Such tragedies need not be answered, instead slumber can drown it all out. Free of abandonment. Free of expectation.
After all, what other way forward is there, but to put reality behind you?

Torpor and Slumber

Resource, Mechanic
All creatures have a maximum Torpor capacity equal to their maximum hit points that starts out at 0 at the end of a long rest. Whenever a creatures Torpor is higher than their current hit points (measured in increments of 10), all Torpor is reduced back to 0 and the creature enters a natural state of slumber. Alternatively if a creature has an amount of Torpor higher than twice your proficiency bonus, you may choose to automatically trigger a forced state of slumber. Allies automatically trigger this forced state upon meeting the threshold. While in either state, a creature is Addled and Dazed until the start of their next turn and they take an additional base die count of damage from any source of damage. When any creature within 30 ft. of you enters a state of slumber, you recover a Sorcery point.

Addled and Dazed are effects from Dungeons of Drakkenheim. They have the following effects;

Addled: While you have the Addled condition, you experience the following effects. You have Disadvantage on Intelligence, Wisdom, and Charisma attack rolls, ability checks, and saving throws.

Dazed: While you have the Dazed condition, you experience the following effects. You can move or take an action on your turn, not both. You can’t take Bonus Actions.

Slumbering Magic

Upon becoming a Slumbering Sorcerer, you automatically learn the Sleep spell. Upon reaching 5th level in this class, you additionally learn the Catnap spell. Upon reaching 9th level in this class, you additionally learn the Dream spell. None of these count against your Sorcerer spells. As a Slumbering Sorcerer additionally you have a spell list that you gain access to at the appropriate levels in the subclass, each of the spells in this list count as a Sorcerer spell that are immediately learned, do not count against your Sorcerer spells, and cannot be learned by any other Sorcerer other than Slumbering Sorcerers:

 

Slumbering Magic

Sorcerer Level Spell
1  Essence of Lily
Illusion Cantrip
Casting Time: 1 Action
Range: Self
Components: S
Duration: 10 minutes
Description
A thick violet mist coalesces into a projectile within your hand. The projectile remains there for the duration and obscures your hands, making whatever's held within unable to be seen. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the projectile, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the projectile at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the creature has disadvantage on all attacks made until the end of its turn as the projectile then scatters into a 10 ft. lightly-obscuring mist. A creature you hit with this Cantrip cannot have its Torpor lower than an amount equal to half your Proficiency Bonus.

Torpor. You may expend an amount of Torpor equal to half your Proficiency Bonus to change the mist to heavily-obscure the targeted area.

At Higher Levels: The amount of creatures that can be targeted at once with the spell attack portion of this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
7  Breath of Eden
4th-level transmutation.
Casting Time: 1 Bonus Action
Range: Sight
Components: S
Duration: Instantaneous
Description
When a creature you can see starts its turn without the ability or need to breathe, as a bonus action you quickly cast this trap spell which resolves at the end of the triggering target's turn. You weave your intoxicating scent into a magical force that forces a creature to inhale and exhale as if it needed to breathe, ignoring the effects or inability to breathe until the end of the creature's next turn. A creature targeted by this spell must additionally succeed on a Charisma saving throw or have any immunity to the Unconscious condition be suppressed for the next minute.

Trap Spell: This is a special spell type which utilizes an available bonus action on or off your turn when triggered, trap spells always resolve at the end of the triggering target's turn and expend the bonus action in the same way a reaction would be used.

Torpor. As part of casting this spell, you may expend Torpor equal to half your Proficiency Bonus to empower this spell. Creatures that you target with this spell additionally may breathe in Stygia as a free action on their turn once without consuming it, and gain twice as much Torpor when doing so.

9  Maiden Restriction
5th-level Enchantment.
Casting Time: 1 Action
Range: 30 ft. (30 ft. sphere)
Components: M (Sorcery Point)
Duration: 1 minute (Concentration)
Description
You enchant a scent in the air that forces a creatures very veins to seize and harden. This spells only component is a Sorcery Point and as such is always considered a subtle spell (while still being applicable for other metamagics). Select a point within 30 ft. of you, where then a 30-foot sphere of scent forms; creatures that start their turn within or enter the area of this scent for the first time on a turn must succeed on a Wisdom saving throw or have their veins seize them. For the duration, creatures that fail this saving throw are Restrained, gain resistance to slashing damage, and emit Stygia in a 15-foot radius. At the start of a creatures turn, it may repeat this saving throw, ending the effect on itself on a success.

Torpor. As part of casting this spell, you may expend Torpor equal to half your Proficiency Bonus to empower this spell. Whenever a creature within the area of this spell takes damage for the first time on a turn, brambles additionally form beneath them dealing an additional 2d8 piercing damage and 2 Torpor.
11  Garden of Maris
6th-level evocation.
Casting Time: 1 Round
Range: Self (30-foot Emanation)
Components: V, S, M (A petrified husk of space material)
Duration: 1 minute (Concentration)
Description
You may choose to begin casting this spell at any point in your turn, immediately ending your turn as you gather the slumbering scents wafting through the atmosphere. You float 10 ft. off the ground and your movement speed is set to 0 as around you a deep violet light fills the area in a 30-foot emanation centered on yourself. The emanation is lightly obscured with a soft white mist, and sound within cannot travel further than the threshold of the emanation; within it sounds soft and muted. 

At the start of your next turn, the spell finishes casting as you expel your inner Torpor outward. For the duration, you lose 1 Torpor to maintain concentration on this spell. All creatures that start their turn within the Emanation or enter it for the first time on a turn and breathe immediately gain 1 Torpor. A creature may choose to hold its breath, becoming unable to breathe for the duration. Meaningful communication and verbal components cannot be achieved and used by a creature holding its breath.

Torpor. This spell cannot function without expending 1 Torpor at the start of each of your turns to maintain it. Whenever you take damage while concentrating on this spell, you may expend any amount of Torpor to reduce the damage by an amount equal to half the expended amount.
13  Brush of Briars
7th-level divination
Casting Time: 1 Reaction
Range: 120 feet
Components: S
Duration: Instantaneous
Description
When a creature within range would take an action, bonus action, or reaction, you may cast this spell to force it to experience the consequences of that action in a dream before it occurs. Your target then makes a Wisdom saving throw, on a failure losing the action and gaining Torpor equal to your Proficiency Bonus. This creature is additionally Dazed until the end of its turn.

As part of casting this spell, you glimpse a possible ideal future through the dreams of many. You choose one creature you can see to have advantage on their next attack roll, ability check, or saving throw.

Torpor. You may expend all of your Torpor (with a minimum of half your Proficiency Bonus) to additionally consume all Torpor on the triggering target. The triggering target takes their Torpor amount in piercing damage as brambles grow around them. If this reduces a creature to 0 hit points, it falls under Eternal Slumber (as referenced in later class features).

At Higher Levels: The amount of creatures you may damage with your brambles increases by 1 for each spell slot level above 7th.

Haze of Compassion

Starting at 1st level, you are inundated with the comforting promise of slumber. The presence of your touch, the sound of your voice, the sweet intoxicating scent that follow you, they all bring comfort to all things tossed to the wayside. You have advantage on Charisma checks made when interacting socially with abandoned or forlorn creatures. Such creatures find it difficult to lie in your presence, needing to succeed on a Charisma saving throw with a DC equal to your level whenever they would speak a lie and on failure gaining 1 Torpor. Additionally, cannot be detected by magical means that specifically detect consciousness or thought.

You may additionally expend a Sorcery Point whenever speaking a sentence to whisper the sentence into a creature's mind from up to 60 feet away. It hears your voice as though you're standing beside it. On a failed Wisdom save against your Sorcerer spell save DC, it becomes unusually suggestible for 1 minute. While in this state, the next Charisma check a creature makes against it has advantage. Alternatively on a failed save, you may expend a spell slot and establish an impossible rule for its perception (such as a floor being a lake, a door being ten miles away, or creatures having no face) that lasts for the next minute as the creature begins dreaming while awake. The dreaming creature acts according to what it believes it perceives, and may repeat this saving throw whenever they encounter a direct contradiction to the delusion, ending the effect on a success.

Stygia

Additionally at 1st level, Whenever you would deal damage with a Sorcerer spell, you may expend 1 Sorcery point to convert all damage done until the end of your turn to Torpor instead (in increments of 10). The triggering spell deals no damage and instead both you and your initial target gain an amount of Torpor equal to the original damage that would have been dealt (if affecting multiple creatures, you gain an amount of Torpor of your choosing equal to one of the spells damage rolls). When a creature other than yourself gains Torpor in this way, they are additionally marked with a velvety purple scent referred to as Stygia until the start of your next turn. Any creature (which can include yourself and enemies) within 5 feet of a creature exuding Stygia may use their bonus action to breathe in the scent, expending the status to give themselves temporary hit points equal to your Sorcerer level plus your Charisma Modifier and additionally 1 Torpor. While they have these temporary hit points, they additionally are Addled.

Rather than enter a state of Slumber like normal when your Torpor is greater than your current hit points, you gain benefits based on your current Torpor amount listed below;

Velvety Nectar (1 - 3+). Your heartbeat begins to slow, the velvety nectar of slumber dripping through your veins. You have advantage on saves made against the Frightened condition and become immune to effects and abilities that require blood (such as bleeding). If you would reduce a creature to 0 hit points with a Sorcerer spell, you may use your reaction and expend 2 Sorcery points to cause the creature to fall unconscious without making death saving throws. Instead the creature enters a peaceful sleep, appearing healthy with faint purple flowers blooming across the creature. The creature remains asleep for an hour, making a Wisdom saving throw against your Sorcerer spell save DC every time a creature attempts to wake it and on failure remaining asleep.

Luscious Ebony Ichor (4 - 6+). A deeper slumber runs through your body, the velvety scent of the intoxicating end of consciousness follows. At the start of each of your turns, you fall under the effects of Stygia and exude the velvety purple scent at an increased range of a 15-foot emanation. Your saliva becomes a contact poison that can be produced an amount of times per day equal to half your proficiency bonus, losing its potency when your Torpor lowers below the threshold. Creatures that come into contact with your saliva must succeed on a Constitution saving throw (DC Level + Charisma Modifier) or be poisoned. While poisoned in this way, the creature falls unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Kindness of the Saint (7+). Your touch holds within it soft moments of peace. As an action while within 5 feet of a creature, you may reach out toward them with your hand; an unwilling creature must make a Dexterity saving throw with a DC equal to your Sorcerer spell save DC to avoid this effect. Upon coming into contact with your touch, you may immediately transfer all Torpor you possess to the creature. If the targeted creature gains Torpor in this way equal to or greater than their maximum hit points, they immediately fall unconscious for 8 hours or until they next take damage.

Piquant Sweetness

Upon reaching 6th level, your Stygia becomes a more prevalent force altering the world around you. Your magic becomes addicting, your words a seductive and narcotic lure. Whenever a creature gains Torpor from one of your Sorcerer spells or features, you may cause a small portion of that Torpor to manifest physically.

Choose one of the following effects to manifest:

  • Their breath becomes visibly violet.
  • Their shadow moves slightly slower than they do.
  • Purple flowers bloom beneath their feet.
  • Their voice becomes soft and distant.
  • Their wounds release a sweet-smelling vapor rather than blood.

    Until the end of your next turn, that creature counts as exuding Stygia. If another creature breathes in this instance of Stygia, you may choose to lose up to your Proficiency Bonus in Torpor and cause the creature inhaling it to gain that much Torpor instead. When this occurs, the creature must succeed on a Wisdom saving throw against your Sorcerer spell save DC or be overwhelmed by a sensation of profound comfort, no longer perceiving your Torpor as harmful. A creature overwhelmed in this way gains an additional amount of Torpor equal to half your Charisma modifier rounded down (minimum of 1) whenever it accumulates Torpor.

 

Mercy at Worlds End

When you reach 14th level in this class, the deeper meaning of sleep becomes clear. The final mercy. A rest when death grants no reprieve. As an action while a creature within 30 feet of you is exuding Stygia, you may extend your hand in invitation. If your target takes your hand, you both immediately enter a brief shared pleasant dream and cannot perceive the physical world. Within the dream, you may converse with each other normally and at the end of the minute are both offered the choice to Awaken, Remain, or Surrender. Awakening returns you both to reality. Remaining extends the dream for another minute and you both gain Torpor equal to your proficiency bonus. Surrender allows one creature to transfer any amount of its Torpor to the other and initiates a pact-ritual with an additional two choices listed below that only you choose between;

Forget. You both immediately awaken (as if choosing to awaken normally), but the creature permanently loses one memory of your choice that it possesses. If a creature made this pact with you previously, you may choose instead to return the lost memory.

Sleep Deeper. You awaken and your initial target chooses to remain asleep indefinitely. You gain an amount of Torpor equal to half of the creatures current Torpor. A creature asleep in this way is under the effects of Eternal Slumber. While in this state, a creature is unconscious and cannot make or fail death saving throws. It does not age, require food or water, its wounds cannot worsen, and its Torpor cannot decrease.

will only awaken when it chooses to do so, and no amount of jostling or damage can force them awake.

Fell Word and Lullaby

As you reach 18th level in this class, the dreams of the many throughout time reveal to you the secrets of the Fell Words. You select two of the options presented below to be your Fell Word of choice upon obtaining this class feature. A Fell Word can be spoken only once each per long rest at the cost of an amount of Torpor equal to your maximum hit points, requiring you to make an appropriate check to then weave magic through it. If this check is failed, you do not expend any Torpor.

You have the following Fell Word options from the list below;

Drift

You must make a DC 20 Insight (Charisma) check to infuse magic into this word. Upon successfully doing so, as an action you may speak this word to a creature within 10 ft. of you that can hear you. The creature falls under the effects of Mental Prison, with the following changes. This spell is no longer considered a Charm, and the creature only perceives an ideal reality for the duration. This reality dilates time, making seconds appear as hours, days, or even years as the creature lives out its life. At the start of the target's turn, it may choose to make a DC 20 Insight check and on a success end this effect. You may additionally set a condition (such as a change in the creatures values, a feat, or even their death) that automatically ends this effect.

Fall

You must make a DC 20 Persuasion check to infuse magic into this word. Upon successfully doing so, as part of any action, any creature that can hear you within 10 ft. of you must succeed on a Charisma saving throw against your Sorcerer Spell Save DC or be overwhelmed with the scent of Autumn and fall prone. While Prone in this way, the creature must repeat the saving throw at the end of each of its turns and cannot stand until it succeeds. If a creature under the effects of Fall enters a state of natural slumber, it immediately falls unconscious.

Forget

You must make a DC 20 Charisma (History) check to infuse magic into this word. Upon successfully doing so, as part of any action you select a creature with 2 or more Torpor. You speak this word and appear to them as someone they love, trust, or simply as an overwhelmingly comforting presence.

Lost

You must make a DC 20 Charisma (Investigation) check to infuse magic into this word. Upon doing so, you may speak it as a reaction to a creature falling unconscious within 10 ft. of you. To all creatures but yourself, the targeted creature suddenly disappears from reality. Forgotten.

Mercy

You must make a DC 20 Performance check to infuse magic into this word. Upon successfully doing so, you may speak it as a reaction to a creature dying to instead force upon them a state of Eternal Slumber. While in this state, a creature is unconscious and cannot make or fail death saving throws. It does not age, require food or water, its wounds cannot worsen, and its Torpor cannot decrease. The target remains asleep for a number of days equal to its Torpor count when this word was spoken.

Split

You must make a DC 20 Deception check to infuse magic into this word. Upon successfully doing so, you may speak it as an action to force all creatures within 10 ft. of you that can hear you to make a Charisma saving throw against your Sorcerer Spell Save DC or be paralyzed until they next take damage. While paralyzed in this way, the targets mental exists between the ethereal and material plane and they're considered targets of the Illusory Dragon spell, dealing Torpor instead of damage. Once this effect ends, the creature must succeed on an Intelligence saving throw against your Sorcerer Spell Save DC or have their alignment shift to the opposite order of the same general spectrum (Such as from Lawful Good to Chaotic Good or Chaotic Evil to Lawful Evil. Order-neutral characters instead become Chaotic) as memories of foreign power alter their values.

Wake

You must make a DC 20 Intimidation check to infuse magic into this word. Upon successfully doing so, you select as part of casting a spell on a willing creature to speak this word to them if they are within 10 ft. and can hear you. They gain proficiency in any one skill, save, or weapon of your choosing for the next minute. If they already have proficiency then they gain Expertise. If they already have Expertise, they gain Mastery (adding their proficiency bonus a third time). After this effect ends, the creature gains 1d6+2 levels of exhaustion.

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