Base Class: Sorcerer
For centuries Magic like this was deemed impossible and not real, however, a man had invented a power beyond everyone's belief. The magic was deemed illegal and inhumane for what its possibilities were, but people learning this magic had gone beyond the sane points of humanity. With these powers you made everyone's nightmare a reality they had to live. The ability to drag people into a special realm only accessible by these "Nightmares". The Dream Realm is a word identical to the realm the caster is currently in, but the caster has all the power in this realm. While people have found ways to make this power used for good, what benefit does anyone truly get out of being the "nice guy".
My World, Bitch
You utilize your unknown to bring them to your realm. You are able to go between the Real and Dream World at will (Requires a Bonus Action in battle). When bringing an enemy to the Dream Realm have them making a wisdom saving throw equal to your Save DC(8+You Charisma Modifer+Your Proficiency Bonus). If they are asleep the roll is at disadvantage. The amount of enemies you can bring to the Dream Realm is increased by 1 every 2 characters Levels (Making the Max 10). You can bring friends in as well utilizing the same charges, however, they do suffer the same effects that the enemies do. When in the Dream Realm you are in your terrain. You gain advantage on spells cast in the dream realm. You also have resistance to any non-physical damage. You also are immune to any mental effects (Being Charmed, Fear, Etc) while in the dream realm. Enemies are now vulnerable to psychic and necrotic damage when in the dream realm. When killing an enemy in the dream realm a part of their soul is absorbed by you granting you 1d10+ Half Your character Level (Round Down, Minimum 1 Hp Extra). Enemies can escape the dream realm by getting hurt by anyone but you, including themselves. The attack must hit in order for it to wake them. Enemies killed in the dream realm are only able to be resurrected by wish or other Dream Demons. Also to be noted, Any spell cast in the dream realm that causes images or effects in an enemy's mind (Phantasmal Killer for Example) You will instead roll to hit using your spell attack modifier, the reason so is this is their mind so everyone to you is physical. Spells will work the same otherwise.
Outside of battle, you can access the dream realm freely. You are granted Misty Steps in the dream realm equal to your spell modifier, these misty steps recharge every dawn. You reappear in the same place you left the dream realm at. When in the dream realm you are not able to grab loot or attack enemies without attempting to bring them to the Dream Realm. You are not detectable nor trackable by any means unless someone else is in the dream realm. Being a roamer of the Dream Realm also means you no longer need sleep however if you do decide to take a long rest you can leave your physical being behind and wander through everyone's dreams.
Advanced Nightmare Abilities
You've mastered some abilities and found some new ones on the way. Your Save DC (8+ Your Charisma Modifier+ Your Proficiency Bonus) is increased by 5 when bringing people to the dream realm if the enemy is already asleep. When in the dream realm you have access to Dream Snares now, a trap made from dammed souls. You initially get 3 snares and they increase by 2 up to character level 12 (Maximum 15 Snares). When an enemy is in the dream realm you can use a bonus action to summon a snare below them or near them. When activating a snare, multiple arms will come and grasp at the enemies' legs (Or whatever can restrain them). The enemy must make a Strength saving throw equal to your save dc, if they are injured they roll at disadvantage. If they fail the enemy is restrained till your next turn. After they are freed you can choose to re-snare them or let them suffer the other consequences. If you re-snare the enemy they only roll normally unless an outside source makes them roll at disadvantage. If they stay freed their movement is reduced by half and any roll they make for a minute is at disadvantage. If you re-snare an enemy and they get out again they don't suffer any consequences. You can only re-snare enemies once. At level 13 you can snare Large enemies (Requires 2 Snares) and Gargantuan enemies at level 17 (Requires 5 Snares). Snares restore every dawn. Snares can restrain flying creatures but the enemy rolls at advantage.
I'm YOUR Nightmare
Being the embodiment of nightmares and fear, you are now immune to being frightened and charmed completely, in the Dream Realm or not. You also now have an advantage on Charisma (Persuasion, Intimidation, and Deception) Checks. You can also cast fear once per day without expending a spell slot.
Power of Fallen Souls
You gain more power the more you kill. Each time you kill someone in the dream you can choose to absorb the soul instead of getting the hp. When you absorb the soul you gain some of its powers. You can choose 2 abilities it was proficient with, spells it knew (Can't have a spell higher level than you), or/and languages it knew. You can also choose to take their identity and be able to transform into them at will. If you decide to take a new soul you lose the previous abilities and gain the new ones. Along with this ability, you can capture 5 extra souls. These souls each grant you the ability to amplify one of your Dream Abilities. You can see these souls in your character's left hand (If they have one). At Level 18 you get to carry 5 more souls and you'll be granted an extra ability.
Amplified Powers
Amplified My World, ***** (Requires soul 1): Utilizing the soul, you can instantly bring an enemy to the dream realm. The soul appears and drags the enemies below into the ground, leading them to the Dream Realm. To the outside view, the person will just fall asleep out of nowhere.
Amplified My World ***** (In Dream, Requires 2 Souls): You can expend 2 souls to trap an enemy in the dream world. Two arms of the souls will grab the enemy's leg requiring a strength saving throw. On success everything stays the same, on failure, the enemy is stuck in the dream realm and nothing can wake him except a very powerful restoration spell or wish.
Amplified Dream Misty Step (Requires 2 Souls): Makes your misty step a dimension step or thunder step.
Amplified Dream Snare (Requires 3 Souls): You utilize the three souls to make your snare inescapable. After stepping on a snare an enemy is immediately restrained for 5 minutes with no chance of escape.
Snare from Hell (Requires 5 Souls): Unleashing all your souls you create a snare that makes sure this person is stuck in pain forever. Snare performs the same as Amplified Snare but when you kill the enemy the hands bring the enemy to a place, not even you should go. After 1 minute they will reappear as an undead with half its original HP. It is completely under your control and can be brought between the dream and the real world.
True Dream Demon
You have become a Dream Demon, the true nightmare, and master of the dream realm. When roaming the dream realm you now have the ability to traverse terrain as if nothing was in the way. You can move through walls, floors, and anything that stands in your path. You can also now see any being while in the dream realm and choose to bring them to the dream realm as you please. While in the dream realm you can detect magic up to 60 meters. You still do need to enter the real world to take the loot. You also now have blindsight for 30 ft.
When it comes to battle you have mastered the way of making the Dream Realm your playground. You know have control of all-terrain within 30 ft of you, you can use an action to move solid ground away from an enemy or bring down a hill so they don't have the high ground. You have also become completely immune to psychic and necrotic damage in and out of the dream realm. When attacked by a spell you can use your reaction to absorb the spell and unleash it back at half damage. If you are attacked by a spell that does psychic or necrotic damage, you restore health equal to half the damage done. While in the dream realm is also now impossible for an enemy to roll for advantage against you. Lastly, you now get advantage on ability check and saving throw rolls made while in the dream realm.
Previous Versions
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