Sorcerous Origin Oneiron Bloodline 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. 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. Oneric Origin Spell List Sorcerer Level Spell 1st sleep 3rd phantasmal force 5th major image 7th hallucinatory terrain 9th dream 11th eyebite

The Oneric 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 Oneric Origin Spells.

Dream Weaver 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. 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. 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. Minor 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. 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. You can only have one Minor Phantasm active at any time. If you use this ability again any previously created phantasm disappears. The area of effect of this ability increases with your sorcerer level to a 10 foot cube at 6th level.

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 nightly escape of traveling the dreamscape and your daily ritual of employing material means to return while waking have permanently opened your minds eye to the plane of dreams. Your dream spell is replaced with greater dream and you can cast it 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 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.