You can only have one Minor Phantasm active at any time. If you use this ability again any previously created phantasm disappears.

While under the effect of this ability the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting it. Each round on its turn the creature can use an action to examine the phantasm with an Intelligence(Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the ability ends ends. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm.

Also at 1st level when you cast minor illusion you can instead implant a phantasm in the mind of a creature within range. The target makes an Intelligence saving throw and on a failed save the target experiences a multi sensory phantasm, no larger than a 5-foot cube and perceivable only to the target for the duration.

The creature makes a Charisma saving throw, on a failure it suffers disadvantage on Intelligence(Investigation) checks to determine the true nature of any Illusion created by you for 1 minute. You can use this ability 3 times, regaining all expended charges upon completeing a long rest.

As an action you can hypnotize a creature that is within 30 feet of you with an enchanted whisper lulling it into a dream like stupor.

When you select this origin at 1st level, you add the minor illusion cantrip to your list of cantrips known and it doesn't count toward your total number of cantrips known. When you cast it while a sleeping creature is within the spell's range, you can conjure an image depicting the tone and general content of it's dreams.

The Oneiron Origin Spells are for use with u/SwordMeow's Tweaked Sorcerer, which can be found here . If you plan to play the PHB sorcerer, ignore the Oneiron Origin Spells.

As a sorcerer with an Oneiron origin, you exist in a state of heightened subconscious activity and possess a natural proclivity to lucid dreaming, allowing you to create fantastic and realistic illusions to help you guide, not force, friend and foe a like and shape any battlefield to your liking.

The Oneiron are beings of pure psychic energy native to the plane of dreams, a fragmented realm concurrent with all others consisting of the collective subconscious of sentient creatures. From therein they act as behavioral architects, delving the deepest parts of the minds of material creatures and guiding them to fear and hope, and hatred and desire, all for unknown agendas. Great empires have been born in the minds eye of a creature guided by the invisible hand of the Oneiron, and yet more unspeakable atrocities. When a child claims an imaginary friend as the true instigator, when a composer races to his desk as dawn cracks having heard his masterpiece, when a troubled veteran is wracked with terror or a forlorn widow reaches for an empty space in the night, the mysterious Oneiron blueprint draws on to an unknown end.

Sympathetic Visions

At 6th level you can manipulate a creatures psyche in more subtle ways than pain and terror. When a creature targets you or an ally that is within 30 feet of you with an attack or spell you can expend your reaction and 2 sorcery points to craft a multi sensory phantasm of a loving relative or cherished friend only they can see. The attacker is forced to make a Charisma saving throw. On a failure, they lose the attack or spell. You can use this ability a number of times equal to your Charisma modifier, regaining all expended charges upon completeing a long rest.

Guided Epiphany

At 14th level your minds eye is permenantly opened to the plane of dreams, you add the spell greater dream to your list of known spells, and it doesnt count toward your total number of spells known. You can cast dream or greater dream once as a 5th level spell without expending a spell slot, then you must complete a long rest before you can do so again.

Oneiron Architecture

At 18th level you can bring entire dreamscapes into being around you, under your complete control. You add mirage arcane to your list of known spells and it doesn't count against your total number of spells known.

When you cast mirage arcane you can create even supernatural terrain and drastically alter the shape of existing terrain. On any of your turns for the duration of the spell you can use a bonus action to alter up to a 30 foot cube of illusory terrain and its contents in any way, including all visual, audible, olfactory, and tactile elements. You cannot alter terrain within 10 feet of a hostile creature or cause any direct harm with this action. Any creature under the effect of your Dream Weaver class feature within the area of the spell, or that enters the area automatically fails Intelligence(Investigation) checks to determine the true nature of any Illusion created by you until the spell ends or it leaves the area.

Additionally, you can choose to cast mirage arcane as an action, with a duration of 10 minutes and a maximum range of 300 feet.

Oneiron Sorcerer Spells

Greater Dream

5th-level illusion

Casting Time: 1 action

1 action Range: Special

Special Components: v

v Duration: 8 hours

This spell shapes a creature’s dreams in more intricate ways than most casters are capable of. Choose a creature known to you as the target of this spell. The target can be on any plane of existence. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You enter a trance state, acting as a messenger, but while in the trance you are aware of your surroundings and you can take actions and move as normal.

If the target is asleep, you appear in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. You can also shape the environment of the dream, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking if you choose, or it will awake with only a vague recollection of its contents, still suffering the effects of the spell on a failed saved. If the target is awake when you cast the spell, you know it, and can either end the trance (and the spell, without consuming a spell slot) or wait for the target to fall asleep, at which point you appear in the target’s dreams. In addition to presenting a Monstrous Messenger as in dream, you can instead choose one of two others forms for the messenger to take.

Guiding Messenger

You can shape the dream into a persuasive journey of discovery. You suggest a course of activity or behavior of no more than a sentence or two and subconsciously influence the dreaming creature. The guidance must be worded in such a manner as to make the course of action sound reasonable; guiding the creature to perform some obviously harmful act to itself ends the effect.

The creature must make a Charisma saving throw and on a failed save when the spell ends upon awaking it pursues the course of action you described to the best of its ability. This effect lasts for a number of days equal to your sorcerer level.

By expending a spell slot of 7th level spell slot or higher you can make this effect last a number of weeks equal to your sorcerer level(7th level), or for an indefinite length of time(9th level).

Cleansing Messenger

You can, by carefully blurring and severing various connections and establishing fictional alibis, bury a memory so deep into the plane of dreams that it will never again surface in a creatures thoughts, or weave one of your own creation. You can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

The target must make a Charisma saving throw. On a failed save, when the spell ends and the target wakes up the memory is altered as you described.

By expending a spell slot of 7th level or higher, you can alter the target’s memories of an event that took place up to 6 weeks ago (7th level), or any time in the creature’s past (9th level).

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. You can only have one target under the effect of a greater dream spell at one time.

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u/no_russian