Sorcerer: Dreamweaver
Description
Dreamweavers tap into the mystical realm of dreams, granting the sorcerer the ability to manipulate and traverse the boundaries between the waking world and the dreamscape. Dreamweavers are revered for their ability to influence dreams, foresee future events, and protect against nightmarish threats. Their powers are both awe-inspiring and mysterious, making them valuable allies and formidable opponents.
Mystical and Enigmatic: Dreamweaver Sorcerers often have an otherworldly presence. They speak in cryptic riddles and metaphors, reflecting their deep connection to the dream realm.
Guardians of Balance: They view themselves as protectors of the balance between dreams and reality. This mission drives them to intervene in matters where dreams are manipulated for nefarious purposes.
Prophetic Guidance: They may offer visions and guidance to their companions, often receiving cryptic dreams that hint at future events or dangers.
Dreamweaver Sorcerers add the following spells to their spell list at the appropriate levels:
- 2nd Level: Phantasmal Force
- 3rd Level: Dream
- 4th Level: Phantasmal Killer
- 5th Level: Modify Memory
Subclass (Sorcerous Origins) of Sorcerer
Sorcerers are innate spellcasters, born with an intrinsic connection to magic that flows through their bloodlines. This power sets them apart from other spellcasters, as they do not need to study or memorize spells. Instead, their magical abilities manifest instinctively, driven by their heritage or a unique event in their past. Sorcerers wield arcane magic with raw potency, capable of unleashing powerful spells with ease.
As they grow in experience, sorcerers gain access to a diverse array of spells, which they can cast spontaneously without the need for preparation. Moreover, they possess a Sorcerous Origin, representing the source of their magical power.
Sorcerers can manipulate the fabric of reality with their magical talents, casting spells that deal devastating damage, manipulate minds, or create powerful protective barriers. However, their limited spell selection requires careful consideration of their magical choices. As conduits of innate power, sorcerers explore their arcane heritage, seeking to unlock their full potential and become formidable forces in the world of magic.
Core Dreamweaver Traits
Hit Points
Proficiencies
Weapon: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throw: Constitution, Charisma
Skills: You have 2 of the following skills: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.
Starting Gold
You start with 3 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Dagger (2)
You start with the following equipment, in addition to the equipment granted by your background:
- (a) crossbow, light or (b) any simple weapon
- (a) component pouch or (b) any arcane foci
- (a) dungeoneer's pack or (b) explorer's pack
- (2x) dagger
Dreamweaver Features Table
| LVL | Pro+ | Features | Points | Cantrips Known | Prepared Spells | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| 1st | +2 | Dreamwalker's Insight, Spellcasting, Sorcerous Origin | – | 4 | 2 | 2 | – | – | – | – | – | – | – | – |
| 2nd | +2 | Sorcery Points | 2 | 4 | 3 | 3 | – | – | – | – | – | – | – | – |
| 3rd | +2 | Metamagic | 3 | 4 | 4 | 4 | 2 | – | – | – | – | – | – | – |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 5 | 4 | 3 | – | – | – | – | – | – | – |
| 5th | +3 | – | 5 | 5 | 6 | 4 | 3 | 2 | – | – | – | – | – | – |
| 6th | +3 | Ethereal Presence | 6 | 5 | 7 | 4 | 3 | 3 | – | – | – | – | – | – |
| 7th | +3 | – | 7 | 5 | 8 | 4 | 3 | 3 | 1 | – | – | – | – | – |
| 8th | +3 | Ability Score Improvement | 8 | 5 | 9 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 9th | +4 | – | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
| 10th | +4 | Metamagic | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
| 11th | +4 | – | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 12th | +4 | Ability Score Improvement | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 13th | +5 | – | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 14th | +5 | Weaver of Nightmares | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 15th | +5 | – | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 16th | +5 | Ability Score Improvement | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 17th | +6 | Metamagic | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Master of Dreams | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Sorcerous Restoration | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclass Features
Dreamwalker's Insight
Dream Manipulation: You can influence the dreams of a sleeping creature you can see within 60 feet. You can create pleasant dreams or disturbing nightmares. This effect lasts for 10 minutes.
Foretelling Dreams: Once per long rest, you can receive a prophetic dream that grants you advantage on one ability check, saving throw, or attack roll of your choice within the next 24 hours.
Ethereal Presence
Dream Form: As a bonus action, you can assume an ethereal form for up to 1 minute. While in this form, you can move through objects and creatures as if they were difficult terrain. You gain resistance to non-magical damage and can see into the Ethereal Plane.
Oneiric Defense: You have advantage on saving throws against being charmed or frightened. Additionally, you can cast the Dream spell once without expending a spell slot. You regain the ability to do so after a long rest.
Weaver of Nightmares
Nightmare Infusion: You can channel the power of nightmares into your spells. When you cast a spell that deals damage, you can choose to deal psychic damage instead. Additionally, the target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.
Slumbering Vision: You can enter a meditative state that allows you to view and communicate with creatures in the dreamscape. This state lasts for 10 minutes and can be used once per long rest. While in this state, you are aware of your surroundings and can end the effect at any time.
Master of Dreams
Dream Mastery: You can cast the Dream spell at will without expending a spell slot.
Oneiric Realm: As an action, you can transport yourself and up to eight willing creatures within 30 feet to a dreamscape of your creation. This dreamscape can be used to rest, strategize, or escape danger. You and your companions can remain in the dreamscape for up to 1 hour or until you choose to end the effect. This ability can be used once per long rest.
Subclass
Sorcerous Origins
Different sorcerers claim different origins for their innate magic, such as a draconic bloodline.
Sorcerer Spells
This section presents the Sorcerer spell list. The spells are arranged by level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
| L | Title | School | Special |
|---|---|---|---|
| 6 | Twin Portal | Evocation | C, M |
Notes
Credits: Squire 5 (5.1)