Dreamspawn Sorcerer

by Semako

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unknown artist, unknown title (WotC)

Dreamspawn Sorcerer

Beholders are well-known for their extreme paranoia and their vivid dreams, which sometimes become reaility. In rare cases, a beholder can even dream an adventurer into existence or cause an existing adventurer to develop otherworldly magical powers: this is how a Dreamspawn sorcerer is born. This typically happens when a beholder is particularly obsessed with the fear of defeat by a group of powerful adventurers, but beholders, incomprehensible and nightmarish as they are, might have other reasons for this too. Dreamspawn sorcerers are amongst the strangest, rarest and most mysterious sorcerous bloodlines.

As a Dreamspawn sorcerer, your eyes serve as the conduit for your magical powers, allowing you to use eye rays and to see things that are hidden to other beings. Your sheer presence, hidden beneath the looks of a regular humanoid adventurer, can warp and corrupt other creatures. And finally, your dreams become vivid and whatever you dream of might become real.

Magic to Behold

Starting at 1st level you learn additional spells when you reach certain levels in this class, as shown on the Magic to Behold table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or necromancy spell from the sorcerer, warlock or wizard list.

Magic to Behold
Sorcerer Level Spells
1st charm person, sleep, eldritch blast
3rd hold person, levitate
5th clairvoyance, fear
7th arcane eye, Evard's black tentacles
9th dream, telekinesis

Born from the dreams of a beholder, a Dreamspawn sorcerer's body develops physical mutations, reflecting some of the typical aspects of a beholder. Consult the Nightmarish Manifestations table and choose or randomly determine how your character got warped by the beholder's nightmares. Your mutations might change at the end of a long rest if you had particularly vivid dreams, reflecting them.

Nightmarish Manifestations
d6 Mutation
1 Your skin becomes thick and leathery.
2 Your two eyes merge into one large central eye.
3 Your mouth grows to a hideous size as do your teeth.
4 Your eyes push out of your head at the end of long, tentacly eyestalks
d6 Mutation
5 Additional eyes open all over your body.
6 Your extremities become tentacles, but still work as normal.

Enchanted Vision

At 1st level, your eyes, enchanted with the very same magic that is responsible for the special properties of a beholder's eyes, gain the following properties:

  • You gain Darkvision out to a range of 60 feet. If you already have Darkvision from another source, its range increases by 60 feet.
  • You gain proficiency in the Perception skill.
  • You can use your eyes as a spellcasting focus for your sorcerer spells.

You cannot benefit from these properties while you are blinded.

Vivid Dreams

At 1st level, your dreams start to influence your surroundings. When you sleep, creatures around you might feel uneasy as minor ripples in reality occur. At the end of a long rest, you can manifest an inanimate object worth no more than 50 GP on the ground in an unoccupied space within 10 feet of you. This object can be no larger than 5 feet on a side and weigh no more than 50 pounds, and its form must be that of an object that you have seen, either in reality or within your dreams. While it may look like a magical item, it cannot have any magical properties.

The object disappears at the start of your next long rest, when you use this feature again, if it takes any damage, or if it deals any damage.

Alternatively, instead of manifesting an object, you can cast the find familiar spell at the end of your long rest. The familiar can take the form of any tiny creature you have seen, but is mutated in one way or another. Regardless of its form, it uses the statblock of a gazer and is considered an aberration. The familiar disappears at the start of your next long rest or when you use this feature again.

Eye Rays

At 6th level, you learn a new way to cast your spells. Just like a beholder, you can focus a spell's energy into a narrow beam of magical energy that shoots from one of your eyes towards a target of your choice. When you hit a target on your turn with a spell attack as part of a sorcerer spell you cast, you can spend 1 sorcery point to roll on the Eye Ray table.

You cannot use this feature while you are blinded.

Eye Rays
d8 Effect
1 The target is frightened of you until the start of your next turn.
2 The target is charmed by you until the start of your next turn.
3 The target is blinded until the start of your next turn.
d8 Effect
4 The target takes an additional 2d10 necrotic damage.
5 The target takes an additional 2d8 force damage and is disintegrated if the damage reduces it to 0 hit points.
6 The target takes an additional 1d8 necrotic damage and you regain hit points equal to the necrotic damage dealt.
7 The target is pushed up to 30 feet away from you.
8 The target is restrained until the start of your next turn.

Eye Thief

At 6th level, you learn to use eyes which don't belong to you to your advantage. As long as a creature is under the effect of a spell cast by you, you can see through that creature's eyes and cast any sorcerer spell through its eyes as if you were in that creature's space.

Otherworldly Assimilation

At 14th level, your body mutates further, now resembling the one of a beholder more than ever before. Tiusium starts building up within your body, granting you a flying speed equal to your walking speed and the ability to hover.
Furthermore, more eyes open on your body and some of them remain open even while you are asleep and dreaming, allowing you to stay conscious during a long rest and rendering you immune to anything that would put you to sleep against your will.

The Eye of the Beholder

At 18th level, you can use a bonus action to open a large eye on your central forehead. This central eye projects a 30-foot cone of antimagic, which works like an antimagic field spell. The eye remains open for 10 minutes, and at the start of each of your turns, you decide which way the cone faces and whether it is active.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Revelation in Nightmares

Also at 18th level, your dreams become nightmarish and merge with reality more than ever before, causing mutations among other creatures. Furthermore, you can focus the influence of your dreams onto another creature. At the end of a long rest, one creature of your choice within 30 feet of you gains one of the following benefits, which lasts until it finishes its next long rest:

  • Dream of Eyes. Eyes open all over the creature's body. It has advantage on Wisdom (Perception) checks relying on sight and cannot be surprised.
  • Dream of Tentacles. The creature's arms grow into long tentacles, increasing the reach of its melee weapon attacks by 5 feet. In addition, the creature has advantage on ability checks made to grapple other creatures.
  • Dream of Flight. Small amounts of Tiusium build up within that creature, granting it a flying speed of 10 feet and the ability to hover.

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