Sorcerous Origin: Dream Conduit
Sorcerers whose power arises from dreams are rare and as varied as the dreamscapes that empower them. Such sorcerers are often known as "Dream Conduits" due to their ability to reach from the waking world into the dream world and to bring the stuff of the dream world back.
Artist of Sleep
1st-level Dream Conduit feature
You are attuned to the magic of the sleeping mind. Neither magic nor poisons can force you asleep against your will, and you learn an expanded list of spells given in the Dream Spells list, below. These spells count as Sorcerer spells for you and become known for you at the associated levels, but they do not count against your number of spells known.
When you cast the sleep spell using a spell slot, you may optionally spend a number of sorcery points no greater than your level in this class divided by three, rounded up, to add 2d8 per spent point to the sleep spell's roll.
Dream Spells
- Level 1. sleep
- Level 3. detect thoughts
- Level 5. bestow curse
- Level 7. death ward
- Level 9. dream
Dream Sight
6th-level Dream Conduit feature
You are so practiced in the crafts of dreams that you can observe the dreams of others that sleep. You may spend your action and 2 sorcery points to force an unconscious creature you touch to make a Wisdom saving throw against your spell save DC. If the creature fails the saving throw, you may give it a single question or prompt and witness its dreams about this prompt. The information gained from this feature should be approximately equivalent to that gained from a failed saving throw against the detect thoughts spell. Additionally, if the creature fails this save, you may optionally spend 1 additional sorcery point to cause it to be either charmed or frightened by you (your choice) for 1 minute, starting when it awakens.
Once you have targeted a creature using this feature, you may not target the same creature with it again until you have completed a short or long rest. Creatures that are incapable of dreaming, such as oozes, are immune to this feature, but creatures that can dream (but do not necessarily need to sleep or dream), such as elves, are not.
Dream Step
14th-level Dream Conduit feature
Your knowledge of dreams has grown such that you can now reach across the Dream and use it as a path between dreamers. When you begin a long rest, you may choose a number of willing creatures no greater than your charisma modifier (minimum of 1) who are on the same plane of existence as you. Creatures incapable of dreaming cannot be targeted by this spell. You and all targets fall into a deep slumber and appear to each other in a shared dream, which you control. Dreamers leave the shared dream and awaken if they are awaked normally, if they choose to leave, or if they take damage, and if you awaken the dream ends. If 8 hours pass, the dream ends, and you may choose one creature who is still in the dream (including yourself); all willing creatures still in the dream are transported to the locations nearest the chosen creature and awaken there.
The use of this feature does not prevent you or any target from gaining the benefits of a long rest during the shared dream, but every creature transported using this feature, including yourself, gains one level of exhaustion upon waking.
Additionally, you cannot be targeted by the Dream spell against your will.
Rending the Veil
18th-level Dream Conduit feature
Your explorations of dreams have given you the ability to tear apart the boundary between it and the waking world. As an action, you may spend 6 sorcery points in order to fall into a deep slumber for one minute from which you can only be awakened by taking damage or by choosing to awaken at the beginning of your turn. You become unconscious, and until you awaken, your dreams reach out from you to fill a sphere with a radius of 60 feet centered on you. This area becomes difficult terrain for any creature of your choice, and whenever a creature except you begins its turn in this area, you may optionally choose one of the following:
- You may immediately grant the effects of the sanctuary spell to the creature.
- You may immediately allow the creature to move up to 10 feet without spending its movement and without provoking opportunity attacks.
- You may give the creature up to three of your sorcery points and allow it to use any meta-magic you know when casting spells on its turn. At the end of its turn, any excess sorcery points that the creature cannot normally hold are lost.