
The Sandman
The Sandman is a mythical entity of Feywild origin, often considered to be an archfey considering that it is an entity that holds power over one of the most basic functions a sentient creature can have, that being the ability to dream. It is said that the Sandman enters the rooms of those who are sleeping and rubs sand in their eyes to give them good dreams
The Sandman Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Sleep, Heroism |
| 2nd | Calm Emotions, Zone of Truth |
| 3rd | Catnap, Sending |
| 4th | Compulsion, Confusion |
| 5th | Legend Lore, Modify Memory |
Sleep Ray
Starting at 1st level, when you cast the Eldritch Blast cantrip, you may instead choose to roll 2d10 for the cantrip's damage. Rather than harming a target creature, you attempt to put the creature to sleep. If the number rolled is more than a creature's current hit points, the creature falls unconscious for 1 miunte. A sleeping creature wakes up if it takes damage, or if another creature uses an action to shake or slap the sleeper awake.
When you fire multiple Eldritch Blasts, you may add the damage from all beams together to calculate the number rolled for this feature.
Circadian Control
Starting at 1st level, you require half the amount of hours of sleep for a long rest. Additionally, you cannot be magically put to sleep unwillingly.
Dream Sand
Starting at 6th level, you gain the ability to command the Sandman's iconic dream sand. You learn the Wall of Sand spell if you did not know it already. Additionally, when casting the Wall of Sand spell, you can choose for the sand to cause bad dreams to the creatures inside. When a creature enters the area for the first time or when a creature ends its turn in the sand's space, the creature must succeed a Wisdom saving throw or take 2d8 psychic damage or half as much on a successful save.
If a sleeping creature fails its saving throw, it does not wake up.
Death Defying Rest
Starting at 10th level, when your hit points are reduced to 0 and you are knocked unconcious, you only need to succeed 2 death saving throws to become stabilized. Additionally, while you are unconcious, you ignore critical hits.
Sopoforic Possession
Starting at 14th level, while a creature within 5ft of you is unconcious, you may attempt to possess that creature. You may only attempt this on creatures who's challenge rating (or class level if that creature has any) is equal to or less than your level. A creature you are attempting to possess must succeed a Wisdom saving throw. On a failed save, you enter the creature's body and take full control over it for as long as the creature remains asleep. While you are possessing the creature, you cannot cast any spells the creature does not know, however, you can still concentraite on spells. A creature cannot use their action to forcably shake the creature awake and damage does not awaken a possessed creature. While you are possessing a creature and it takes damage, the creature can repeat its Wisdom saving throw. The possession ends after 1 hour, the creature you are possessing drops to 0 hit points, a Remove Curse spell is cast on it, or you leave its body as a bonus action.
Once you use this feature, you cannot use it again until you finish a long rest.
Sandman Invocations
Sand of the Sleepwalker
Prerequisite: 7th level, The Sandman
As an action, you can rub the Sandman's dream sand in the eyes of a sleeping creature within 5ft of you. That creature must succeed a Wisdom saving throw against your Spell Save DC or become charmed by you for the remaining duration of its rest as it begins to sleepwalk. The creature will follow your commands to the best of its ability except for those that would directly harm or kill it. This effect ends if the creature is woken up by taking damage or if a creature uses their action to shake the creature awake. When the creature awakes, it belives everything it has done to be a dream.
Once you use this feature, you cannot use it again until you finish a long rest.
Sandman's List
Prerequisite: 12th level, The Sandman, Pact of the Tome Feature
You can cast the Dream spell once using a Warlock spell slot. Additionally, you can inscribe targets for the Dream spell in your Book of Shadows by interacting with the creature for at least an hour while you write their name in your Book of Shadows. While you have a creature's name inscribed in your Book of Shadows, you may use the Dream spell to teleport to the creature's bedside. Additionally, while you are casting the Dream spell, you may jump from one sleeping creature's dreams to another so long as all creatures who's dreams you are jumping between's names are inscribed in your Book of Shadows.
Credits
- Subclass and art by MommyMoke