Sorcerer
Base Class: Sorcerer

When sleep claims a living mind, the consciousness of the sleeper comes to the Region of Dreams, and the dreamer enters into his or her own dreamscape. The body remains on the Material Plane, but the mind wanders as a discrete entity within a dreamscape. When the sleeper wakes, the mind returns to the body, and the dreamscape usually fades into undifferentiated dream-stuff. Sometimes, though, a dream follows the dreamer, infusing them with the ephemeral and strange magics of the dreaming world.

EXPANDED SPELL LIST

You learn the following spells, and they do not count against your number of spells known. They count as sorcerer spells for you.

DREAM SORCERY EXPANDED SPELLS

SPELL LEVEL

SPELLS

1

Sleep, Silent Image

2

Phantasmal Force, Alter Self

3

Fear, Major Image

4

Hallucinatory Terrain, Phantasmal Killer

5

Dream, Seeming

HALF-AWAKE

You no longer need to sleep. When you take a long rest, you must spend at least half the long rest in an inactive, motionless state while your spirit explores the dreams of your companions or others. In this state, you remain semiconscious and you can hear as normal.

SANDMAN

Creatures that do sleep and dream, but are usually immune to being magically put to sleep (through a feature such as Fey Ancestry) lose this immunity against your spells and abilities, although if they would get a saving throw to avoid being put to sleep, they may make the roll with advantage.

DREAMWALK

Starting at 1st level, you gain a limited ability to traverse the worlds of dream. While a creature is sleeping or unconscious within 30ft of you, as an action, you can enter a semi-conscious trance and travel into their dreams for up to 1 minute. 

While in their dream, you can cast spells, interact with the dreamscape as though it were reality, and can communicate with the dreaming creature without requiring to share a language, as both of you can understand the other so long as you wish. 

The target makes saves against enchantment or illusion spells at disadvantage while within the dream. Any enchantment spells targeting the dreaming creature cast in the dream persist upon waking, up to their normal duration.

You have no control over the dreamscape, and any damage taken in or outside the dream by either you or the dreaming creature immediately ends this trance. Damage taken in the dream does not deal the damage of whatever caused it in the dream, but instead deals 1d4 psychic damage.

The target recalls the dream perfectly upon waking.

You can use your dreamwalk ability a number of times equal to your Charisma modifier, regaining uses after a long rest.

WAKING NIGHTMARE

Starting at 6th level, you gain resistance to psychic damage.

In addition, When a spell you control deals psychic damage to a creature, you can spend 1 sorcery point to make the darkest nightmares of that creature magically manifest for up to 1 minute. The target must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is frightened, it takes psychic damage equal to half your sorcerer level.
This ability has no effect on constructs or undead.

NIGHTMARES MADE FLESH

At 14th level, you are immune to being frightened.

Also, whenever you cast a spell that summons or conjures one or more creatures, you may spend 2 sorcery points. If you do, you pull ethereal, nightmarish versions of those creatures from the dream realm into reality. These creatures deal psychic damage instead of their normal damage type, have the Incorporeal Movement trait: (The summoned creature can move through other creatures and Objects as if they were Difficult Terrain. It takes 5 (1d10) force damage if it ends its turn inside an object) and any enemy within 30 ft of a summoned creature when it appears must make a Wisdom saving throw against your spell save DC or be frightened of the summoned creature for 1 minute, repeating the save at the end of each of its turns to end the effect.

LUCID DREAMER

At 18th level, you now can lucid dream; while you are in either your own or another creature’s dream, you can shape the environment of the dream, creating landscapes, objects, and other images, as per the Dream spell. This includes your sreamwalk ability and exploring your companions’ dreams during a long rest.

Additionally, you can now dreamwalk for up to 1 hour.

You are immune to psychic damage.

You also gain a flying speed equal to your walking speed, a dream of flight carrying into the waking world.

Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2021 1:30:05 PM
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