Sorcerous Origin: Sleeptouched Dreamer

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Sleeptouched Dreamer

Dreams are a powerful thing, and the magic they give off can be harnessed in powerful ways. Occasionally, a person's dreams will be invaded by an entity of great arcane power, whose mere presence gifts the dreamer with strange and ethereal magic.

Now granted the ability to control the forces of sleep and dreams, these "sleeptouched dreamers" wander the world, seemingly always in a drowsy state and able to wield their very dreams and nightmares against their enemies.

Optional Feature: Sleeptouched Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Sleeptouched Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you can learn.

If you have a SLeeptouched spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.

Sleeptouched Magic Expanded Spell List
Sorcerer Level Spells
1st sleep
3rd mind spike XGtE
5th catnap XGtE
7th phantasmal killer
9th dream
11th mental prison XGtE

Sleeping Realm

At 1st level, your powers over the sleeping realm allow you to create a dreamworld when you sleep during a long or short rest. This dreamworld takes whatever shape, and is filled with whatever objects, you imagine. It can be can be as small or large as you like, such as a castle, a tavern, or just a sprawling facsimile of the Feywild.

When you use this feature, you can choose to bring the consciousness of other willing sleeping creatures within 120 feet of you. They stay in the dreamworld until you leave, you choose to remove them, or if their physical body takes damage.

Anything done in the dreamworld has no effect on anything that happens in the real world, such as learning a language, exchanging items or harming others.

Involuntary Slumber

Also at 1st level, you can force creatures around you into sleep. When you finish a long rest, roll a number of d8s (called "dream dice") equal to your sorcerer level plus your Charisma modifier; the total is how many hit points of creatures this feature can affect with this feature. Whenever you cast a Sleeptouched origin spell, you regain a number of points equal to 1d8 times the spell's level.

As an action, select a point you can see within 60 feet of you; magenta wisps float from your hand to fill the air in that area. Creatures within 10 feet of that point are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this feature falls unconscious until the sleeper takes damage, someone uses an action to rouse the sleeper awake, or until one hour passed since they fell asleep.

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

The hit points you can affect with this feature reset every time you finish a long rest and roll new d8s.

Dreaming Wide Awake

When you reach 6th level, you gain the power to make real a creature's dreams and nightmares. You gain the following Metamagic Option, and it is always available to use:

Dreamlike Spell

When you cast a spell that only targets one creature, you can spend 2 sorcery point to force the creature to make a Wisdom saving throw. On a failure, the spell swirls with misty purple fumes and the target's dreams and nightmares fill its reality; it becomes either Charmed or Frightened (your choice) by you until the end of your next turn.

Sleepwalker

By 14th level, you have learned to walk through the plane of dreams.

As an action you can step into the plane of dreams for 1 minute. For the duration, you appear ethereal, you have resistance to all non-magical bludgeoning, piercing, and slashing damage, and you can move through creatures and objects. If you end this minute inside a creature or object, you are pushed out to the nearest unoccupied space and take 1d10 force damage.

Once you use this feature, you cannot do so again until you finish a long rest.


Additionally, when you roll dice for your Involuntary Slumber feature, you can roll an addtional number of dice equal to your proficiency bonus.

Blur the Boundaries

At 18th level, you are able to meld the world with the land of dreams.


As an action, you can spend 6 sorcery points and choose a point you can see within 60 feet of you. The area in a 60 foot radius of that point transforms into a miniature dreamland: the terrain changing to a kaleidoscope of colours, and the air filling with an otherworldly violet mist. Various ethereal plants and earth formations begin growing from the ground creating a feast for the senses and a dreamlike aura for 1 minute.

For the duration, whenever a creature in the area takes damage, you can use your reaction to halve that damage, the creature forgetting it like a fleeting dream.

In addition, when a creature in the area takes damage, you can use your reaction to cause it to suffer unspeakable, mind-shattering nightmares, causing it to take additional psychic damage equal to your sorcerer level.


Once you use this feature, you cannot do so again until you finish a long rest.

Variant Feature: Dreamweaver

Also at 18th level, you can weave your dreams into reality. You learn the wish spell, and it doesn't count against the number of spells you know.

When you cast wish, it doesn't lower your strength score and you don't take the necrotic damage penalty. If you lose the ability to cast wish, you are instead unable to cast it for 10 days and regain the ability the ability to cast it thereafter as your dreams replenish you.

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