Dreamweave Sorcerous Origin

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Sorcerous Origins

Sorcerers claim different sources for their mysterious powers. Some are connected to powerful beings through ancient bloodlines, while others were exposed to and infused with raw unfiltered magic. Whatever the case, sorcerers stand out in any crowd, exuding a magical energy.

Dreamweave Magic

Your innate magic comes from dreams and whimsical, childlike imagination. Sorcerers of this origin are usually connected to the Astral Plane in some way. Perhaps in a dream, your consciousness was swept away by a psychic wind and returned with new memories and power, or perhaps you have glimpsed the thoughts of ancient dead gods. Not even the greatest scholars and wizards understand fully how or why dreams occur, or how their seemingly random magic works. While dreaming, thought directs reality, and the strangest and most random of occurrences can become real. Powerful emotions can become powerful spells, but this can sometimes take a toll on the sorcerer’s psyche. Dreamweave sorcerers usually appear sleepy and lethargic, but are also very creative and can come up with unique solutions to problems, a reflection of the anti-logic that occurs in dreams.

Dream State

Starting when you choose this origin at 1st level, you can put yourself in a vulnerable state to drastically enhance your spellcasting. As a bonus action, you can cause yourself to sleep, lasting until you take damage or another creature within 5 feet of you uses an action to wake you. Whenever you take damage while in your Dream State, you can make a Constitution saving throw to maintain your Dream State. The DC equals 10 or half the damage you take, whichever is higher.

As you sleep this way, you have the unconscious condition, but you are aware of your surroundings and have blindsight out to 30 feet in all directions. You can take actions in this state, but only to cast spells, use your sorcery points, or roll on the Dream Surge table. Spells you cast in this state do not require verbal, somatic, or material components that do not have an indicated cost. Touch spells in this state have a range of 30 feet. Spells that can move creatures, such as levitate, cannot target self.

Upon entering this state, you lose concentration on spells you cast beforehand, and you lose concentration on spells you cast while in this state upon leaving it. While in the Dream State, your Spell save DC, Spell attack modifier, and damage rolls from damaging spells are increased by a number equal to the number of times you’ve rolled on the Dream Surge table within the last minute, to a maximum of 3. This bonus does not apply to spells cast from the Dream Surge table. You can use this feature twice per short or long rest.

Dream Surge

From 1st level, while in your Dream State you can use your action to roll on the Dream Surge table. Alternatively, you can expend a sorcery point to roll on the table as a bonus action. You can also roll on the Dream Surge table as a reaction when a creature comes within 10 feet of you.

All effects from the table end when you wake up. Effects from the table do not use concentration, and you cannot use Metamagic on spells and effects from the table.

Deep Sleep

Starting at 6th level, you gain the ability to resist effects that would wake you. You have advantage on saving throws to maintain your Dream State when you take damage or someone attempts to wake you. Additionally, your blindsight while in your Dream State increases to 60 feet, and you can enter your Dream State three times per short or long rest.

Astral Awareness

Also at 6th level, your dream magic allows you remain alert even while you rest. While you are unconscious, you remain fully aware of your surroundings and have blindsight out to 30 feet. You can activate your Dream State feature from unconsciousness unless you were brought to unconsciousness by being dropped to zero hit points. Additionally, when you first enter Dream State, you can expend sorcery points to increase your blindsight range by 10 feet per point spent to a maximum of 60 feet.

Night Terrors

At 14th level, the nightmares you experience while you sleep are reflected into reality. As a bonus action while in your Dream State, you can induce a nightmare for 1 minute. During this time, you can use the Empowered Spell Metamagic option without needing to spend sorcery points. Any creature that tries to attack you while this feature is active must first succeed on a Wisdom saving throw or be frightened until this feature ends. Creatures can repeat the saving throw on their turn, with a success ending their frightened condition. When your Dream State ends, you suffer one level of exhaustion.

Sleepwalk

Also at 14th level, you gain the ability to wander while you sleep. While in your Dream State, you may stand up from prone and use your remaining movement. When you do this, you can take actions as normal. Then, you fall prone again. You can use this feature a number of times equal to your Charisma modifier per long rest.

Lucid Dreaming

Beginning at 18th level, you gain full control of your Dream State. Your blindsight while in your Dream State increases to 90 feet. You can use your Dream State feature an unlimited number of times. Whenever you roll on the Dream Surge table, you can roll twice and use either number.

Dream Surge
d100 Effect
01 You are transported to the Astral Plane until the end of your next turn, after which you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
02 For the next minute, you teleport 20 feet in a random direction at the start of each of your turns.
03 You cast levitate on a random creature within 30 feet of you.
04 You gain 2d10 temporary hit points.
05 Up to three creatures you choose within 30 feet of you take 3d10 lighting damage.
06 You cast fog cloud centered on yourself.
07 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
08 You cast polymorph on a random creature within 30 feet of you. If it fails the saving throw, it turns into a chicken for the spell’s duration.
09 Illusory butterflies and petals flutter in the air within 10 feet of you for the next minute.
10 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
11 You are surrounded by faint, ethereal music for the next minute.
12 A unicorn controlled by the DM appears in a space within 10 feet of you, and then disappears 1 minute later.
13 Thorny roots and bramble spout up, making all land within 30 feet of you difficult terrain.
14 You cast faerie fire.
15 You cast slow.
16 You take 2d6 psychic damage.
17 Heavy rain falls in a 60 foot radius. The area becomes lightly obscured. If you are in a room, the room becomes completely flooded 2 rounds after this one. Then, the rain stops and the room empties.
18 A random creature within 30 feet of you increases by one size category for one minute.
19 You cast darkness.
20 A burst of colorful shimmering light extends from you in a 30-foot radius. Each creature in the area must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
21 You cast stinking cloud.
22 A magic weapon of the DM’s choosing appears within 10 feet of you.
23 For one minute, the floor within 60 feet of you is lava. Creatures within 60 feet of you can use their reactions to move up to their movement speed to a safe spot. Creatures that start their turn in the lava (besides you) take 4d10 fire damage.
24 Gravity is reversed in a 30-foot radius, 50-foot high cylinder centered on you for one minute. Follow rules for reverse gravity. You do not move.
25 Each creature within 30 feet of you appears as an illusory animal of your choosing for the next minute.
26 You regain your lowest level expended spell slot.
27 All creatures within 30 feet of you are reduced by one size category.
28 The creature nearest to you loses its next action and vomits 1d100 gold pieces.
29 You are raised up 5 feet on a pile of illusory gold pieces.
30 A scarecrow controlled by the DM appears in a space within 30 feet of you, and then disappears 1 minute later
31 A herd of 2d12 centaurs stampedes through the area. Each creature within 30 feet of you must succeed on a DC 15 Dexterity saving throw. Targets take 4d10 bludgeoning damage on a failed save, or half as much damage on a success.
32 You communicate a short telepathic message of 25 words or less to a creature within 30 feet of you.
Dream Surge
d100 Effect
33 You cast magic missile as a 5th level spell. Every missile targets a different creature until all creatures within range have been hit.
34 The next spell cast by a creature other than you within 30 feet is automatically countered.
35 You cast blur on all creatures within 30 feet of you.
36 You cast all of your cantrips at once.
37 Every creature swaps places with another creature within 30 feet of you.
38 An object chosen by the DM within 30 feet of you becomes a mimic.
39 A Planetar and a Nalfeshnee appear within 30 feet of you and fight each other. They disappear after 1 minute.
40 200 tiny giants appear, filling the floor space within 30 feet of you and have a war for the next minute. Moving deals 1d6 slashing damage per 5 feet.
41 For the next minute, it rains fish.
42 Each creature within 30 feet must succeed on a DC 15 Charisma saving throw or dance until the end of its next turn. If a creature fails by 5 or more, it cannot take actions or move. Otherwise, actions and movement are possible, but must be described to involve dancing.
43 A mature oak sprouts within 60 feet of you.
44 All creatures within 30 feet of you become vulnerable to all types of damage for until the end of your next turn.
45 The nearest creature to you melts into a pool of liquid. It returns to normal at the start of its next turn.
46 A cloud of 600 oversized butterflies fills a 30-foot radius centered on you. The area becomes heavily obscured. The butterflies remain for 1 minute.
47 Temperature drops dramatically and it begins to snow within 60 feet of you for one minute.
48 All weapons within 60 feet of you turn into kittens until the end of your next turn.
49 All creatures within 60 feet of you become clumsy. All Dexterity checks and saving throws are made with disadvantage for one minute.
50 You cast hypnotic pattern centered on yourself.
51 You cast insect plague within 60 feet of you. It ends after 1 minute.
52 You cast major image.
53 You cast mirage arcane. The illusion lasts for 10 minutes.
54 1d12 random animals appear within 30 feet of you, and disappear after 1 minute. They all speak Common.
55 All dead or unconscious creatures within 60 feet of you come back to life/consciousness with 1 hit point.
56 You cast fireball as a 3rd level spell centered on yourself.
57 Every creature within 60 feet of you has their alignment switched to its opposite for 1 minute. Good becomes evil, lawful becomes chaotic, and vice versa.
58 Target creature begins sneezing. It can’t cast spells until this fit passes (1d6 rounds).
59 You cast wall of fire centered on yourself, encircling you in a 10 foot radius. It lasts for 1 minute.
60 The area within 30 feet of you is suffused with dim pink light and illusory hearts float around gently. Creatures in this area must make a Charisma saving throw or be charmed by the closest enemy.
61 You cast Evard’s black tentacles centered on yourself. The tentacles do not affect you.
62 A 30-foot thundercloud forms above you. For the next minute, one random creature in the area must make a DC 15 Dexterity saving throw on your turn. The creature takes 4d6 lightning damage on a failed save, or half as much on a successful one.
63 You gain one level of exhaustion.
64 A modron chosen and controlled by the DM appears in an unoccupied space within 10 feet of you, and then disappears 1 minute later.
Dream Surge
d100 Effect
65 You create a duplicate of a random enemy within 60 feet in a space adjacent to that enemy.
66 A shield guardian controlled by the DM appears within 5 feet of you and defends you. It disappears 1 minute later.
67 All allies within 30 feet of you fall prone.
68 All allies within 30 feet of you regain 1d10 hit points.
69 You cast aura of purity.
70 You cast flesh to stone on yourself.
71 You cast haste on random creature within 60 feet of you.
72 Two magical doors appear within 60 feet of you. They act as portals to one another.
73 You cast giant insect, and you can control them with telepathic commands.
74 Each creature within 30 feet of you appears as an illusory animal of your choosing for the next minute.
75 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
76 All enemies within 30 feet of you are drawn to attack you for 1 minute.
77 You cast create food and water.
78 You cast dissonant whispers.
79 Everyone within 60 feet of you forgets how to speak Common for 1 minute.
80 Giant fungi grow in a 30-foot radius around you.
81 You cast grasping vine.
82 You cast gust of wind.
83 A 15-diameter circle of land within 30 feet of you becomes quicksand.
84 You cast shatter centered on yourself.
85 You cast shield centered on yourself.
86 The next spell you cast that targets a creature targets instead a creature of the DM’s choice.
87 For the next minute, you don’t need to expend spell slots to cast 1st level spells.
88 You cast grease centered on yourself, using your highest available spell slot.
89 You summon a friendly, passive Balor that disappears after 1 minute.
90 A 3-foot tall egg appears in an unoccupied space within 30 feet of you. If broken, it releases a random-colored dragon wyrmling.
91 For the next minute, any ranged spell cast within 30 feet of you automatically targets you.
92 Target creature becomes magnetic; all metal is attracted to it until the end of its next turn.
93 For the next minute, the damage type of all your damaging spells becomes acid damage.
94 1d4 illusory clones of yourself controlled by you appear within 5 feet of you. They can all take turns immediately to move, but not take actions. They disappear after they take their turns.
95 You summon a pirate ship with 2d10 pirates and 1 pirate captain within 30 feet. They and the ship disappear after 1 minute.
96 A nilbog controlled by the DM appears in a space within 10 feet of you, and then disappears 1 minute later.
97 For the next minute, all characters within 60 feet of you can hear everything the DM says out loud. PCs must succeed on DC 15 Charisma saving throws or be afflicted with short-term madness.
98 You regain all sorcery points.
99 You cast weird centered on yourself.
100 You wake up immediately.

If you are using u/SwordMeow's Tweaked Sorcerer, use the Dreamweave Origin Spells for the Origin Spells feature. If you plan to use the PHB sorcerer, ignore the Dreamweave Origin Spells.

Dreamweave Origin Spells
Sorcerer Level Spells
1st sleep
3rd detect thoughts
5th catnap
7th divination
9th dream
11th mental prison
Side Note: Dream Surge Table

Some of the effects in the Dream Surge Table can be deadly or overpowered, especially for low level characters. Additionally, the silly nature of the effects may disturb the experience of other players. Work with your DM if you would like to change, replace, or create new effects for the table.

Credits
Sorcerers sometimes possess a unique quirk inherited from their magic origin that makes them stand out. At your discretion, you may pick from or roll on the following table to create one such quirk for your character.
Dreamweave Quirks
d8 Quirk
1 A childhood blanket or stuffed animal is your arcane focus and you never part with it.
2 You fall asleep at random times, or when you experience strong emotions.
3 You have a tendency to space out and daydream when important decisions are being made.
4 You can barely go five minutes without * yawn * that.
5 You snore or leave puddles of drool while you sleep, occasionally even while awake.
6 Your sleeptalk involves a mixture of mumblings, arcane incantations, and gossip.
7 You keep a dream journal, and record every dream you have in vivid detail.
8 The only time you're not tired is when you stare up at the starry night sky.
 

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