Touched by the Realm of Dreams and the Realm of Nightmares, you or someone in your family has connected with the beings and energy of those realms, and have become attuned to them like no other. You feel a great connection to your dreams and are often visibly and physically tired, as if your soul is attempting to return to those realms at every moment.
Slumbering Spells
You learn additional spells when you reach certain levels in this class, as shown on the Slumbering Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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 divination or a enchantment spell from the sorcerer, warlock, or wizard spell list.
| Slumbering Spells |
Sorcerer Level |
Spells |
1st |
cause fear, sleep |
3rd |
darkness, moonbeam |
5th |
catnap, summon shadowspawn |
7th |
mordenkainen's private sanctum, phantasmal killer |
9th |
awaken, dream |
Dream Form
Starting at 1st level, you have learned to disconnect your sleeping soul from your physical body in a special slumber. As an action, you can enter into a special sleep. Your physical body becomes locked in place, asleep, and your Dream Form can now freely roam up to 4 times your movement speed away from your physical body. You can cast spells in this Dream Form, but cannot physically interact with anything, and you can pass through walls up to 5ft thick. This Dream Form is also immune to all conditions.
In this form, you have a number of hit points equal to 1/4 your hit point maximum (rounded down). When you are reduced to 0 hit points while in this form, you return to your body and awaken, having your movement speed reduced to 0 until the end of your next turn. If your physical body takes an amount of damage equal to half your hit points at the time of entering this form, your spectral form returns to your physical body and you awaken.
You can use a bonus action to end this form early and maintain your full movement speed when you do so.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Touch of Dreams and Nightmares
At 6th level, you have learned to hone your Dream Form to bring harm to some and to heal others. When you enter your Slumbering Soul spectral form, you can expend sorcery points to channel the arcane energy of dreams or nightmares into the hands of your Dream Form.
The energy channeled into your hands is represented by a number of d10s equal to the amount of sorcery points you spent, and can be used to heal or cause psychic damage to a creature as a melee spell attack. (If this attack misses, you lose all d10s used in the attack).
Warded Sleep
At 14th level, you have protected your mind from that which would disturb your slumber. You are immune to being put to sleep by magical means.
In addition, you can spend 1 to 5 sorcery points when you enter your Dream Form to become invisible. This invisibility lasts for 1 minute per sorcery point spent and you must finish a long rest before using this ability again.
Dream Form Mastery
At 18th level, your spectral form is the strongest it can be, harnessing the energy of dreams and nightmares with striking efficiency. Your Dream Form has hit points equal to your physical body and gains a fly speed equal to your movement speed.
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