Dreamscape
Dreamscape
You gain your power from the world of dreams where anything is possible. You blur the bounderies between what is real and what isn't. The dreamscape sorcerer is powerful, but their chaotic spells have the possibility of negatively impacting themselves and their allies amid the chaos as well, requiring situational awareness and planning to play effectivelyAncestral Spirits Spells
(1) silent image, sleep (3) phantasmal force, darkness (5) catnap, major image (7) divination, phantasmal killer (9) dream, modify memoryDreams Made Real
Starting at 1st level, you gain the minor illusion spell and as a bonus action you can manifest the item in reality. The object cannot be a complex machine, a weapon, or inherently hazardous in any way. As a ritual you can do this for Major Image as well. The material created from this lasts as long as the spell effect does, and only one effect can be active at a timeDream Come True
At 6th level, You are able to fall asleep at will, and the magical energy of your dreamscape seeps out into reality, changing its fabric. After sleeping for at least 10 minutes one of the following random effects will occur within 40 feet of you for 10 minutes after you wake up, after which the effects will dissipate. Roll a D10 to determine what happens:Lucid Dreaming
At 14th level, Dream Come True now only requires you to sleep for a single minute, and the range increases to 80 feet. Additionally you gain the ability to control what passes between the rift of your dreams and reality. In addition to or instead of a random effect, you can spend sorcerer points to add additional effectsMass Nightmare
Starting at 18th level, you can expend 10 sorcerer points as an action to cast Sleep as a 9th level spell without expending a spell slot. Each creature affected, if you choose to, starts having nightmares about their worst, most terrifying fears and receive 8d12 psychic damage (your choice): this damage doesn't make the effects of the spell end. You can use this feature only once every long rest. Creatures immune to magical sleep aren't immune to this ability.Metamagic (Optional)
Oneiric Shroud - When you cast a spell that affects a target’s senses (such as Blindness/Deafness or Major Image), you can spend 1 sorcery point to surround yourself in illusory dream energy, making you lightly obscured until the end of your next turn. Creatures that attack you have disadvantage on their first attack each turn while the effect lasts. Surreal Surge - When casting a spell that deals damage, you can spend 2 sorcery points to shift the energy into nightmare magic. Half the damage becomes psychic, and the target must make a Wisdom saving throw or become frightened until the end of its next turn.Remove these ads. Join the Worldbuilders Guild
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