BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

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 effectively  

Ancestral Spirits Spells

(1) silent image, sleep   (3) phantasmal force, darkness   (5) catnap, major image   (7) divination, phantasmal killer   (9) dream, modify memory  

Dreams 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 time  

Dream 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:
  • Candyland - Giant candy and sweets appear everywhere, turning the ground into delicious rough terrain
  • Fly - Everyone within a 120 foot high ceiling gains the ability to fly
  • Haunted Forest - Everything darkens and twisted trees and thorny vines grow, dealing 1d6 to each person who starts their turn in the forest. 2d8 tree trunks grow out of the ground in random spaces spread out
  • Carnival - Various amusement rides and other carnival attractions appear within the space
  • Egregores - 2d6 Bloodthirsty dream monsters whose appearance and design is up to you appear scattered. They will attack the nearest creature regardless of alignment. The egregores will use the Orc statblock but them and their actions can be reflavored to something more fitting
  • Darkest Fears - Everyone in the space except for you must make a wisdom save against your saving throw DC or become preoccupied solely with escaping phantoms that represent their greatest fears which will chase them about.
  • Embarrassment - Each person other than you’s most embarrassing circumstance is manifested. By default this will be them in their underwear unless they have something more specific. They must succeed on a wisdom save against your spell save DC or seek a hiding place
  • Falling - Everyone floats 30 feet off the ground and experiences a permanent sensation of falling. Everything is done with disadvantage and movement is halved. Once the falling effect ends, or someone leaves the space, they will take 6d6 bludgeoning and be knocked prone
  • Underwater - The space fills with a 60 foot tall column of water filled with 2d6 1 hitpoint sharks that take their turn after yours. Everyone starts at the floor of the space and must hold their breath until they escape. Underwater rules as normal apply.
  • Death - Everyone goes down with 2 death saves automatically succeeded.
  •  

    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 effects
  • Hallucinatory terrain - For 6 sorcery points a non-harmful terrain of your choice, akin to hallucinatory terrain physically manifests
  • Egregores - For 4 sorcery points 2d6 egregores appear in random locations
  • Feast - For 2 sorcery points, delicious meats, fruits, pastries and more appear on tables
  •  

    Mass 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

    Comments

    Please Login in order to comment!