School of Sleep
The need to rest and sleep is an essential need for nearly every living creature. Be it in the woods, in a cozy inn, or in the deepest corners of the world, one can find a place to sleep the night away. Wizards who study this field of life learn to manipulate what makes others drowzy, and can even call upon objects from their dreams into reality.
Sleep Expert
When you take this school at 2nd level, you have gained a stronger control over your sleep.
- You can't be forcefully put to sleep.
- You can fall unconscious as an action, and can wake up on your own accord (no action required)
- Creatures don't have advantage on attack rolls against you, nor score a critical hit on a hit, due to you being unconscious.
Instill Drowsiness
Also at 2nd level, you can instill great drowsiness into specific creatures. You always have the Sleep spell prepared. It counts as a wizard spell for you, and it doesn't count against the number of spells you can have prepared. You can cast it without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also use your Arcane Recovery feature to regain all expended uses of this feature, rather than expended spell slots.
When casting Sleep in this way, you can choose to target one individual creature within range, rather than a group of creatures near a point.
More than just a Dream
At 6th level, you can awaken with an object from your dreams in hand. During a short or long rest, you can choose to create one nonmagical object of your choice in a unoccupied space within 5 feet of you. This object appears once you wake up. The value of the item in gp can't be more than 30 times your wizard level, and the item must be Medium or smaller in size. Any creature can use their action to make a Intelligence (Investigation) check against your spell save DC, noticing faint clouds engraved on the object on a success.
This object remains until you start your next long rest, at which point it dissipates into clouds.
Protection Against the Night
At 10th level, you can ensure safe sleep for those around you. Upon starting a long rest, choose a number of creatures you can see equal to half your level in this class. Until the end of this long rest, these creatures (including yourself) gain the following benefits:
- They are treated as invisible to any creatures but those affected by this feature.
- While unconscious, the first instance of damage each of them take is halved.
- Each creature treats their space as comfortable and dry, regardless of the weather around them.
Sand-Man
At 14th level, you have obtained a greater control over sleep.
- Each time you cast the Sleep spell, it is cast one spell level higher than the spell slot you used.
- Your Sleep spells now last for up to 8 hours.
- Any time a creature affected by your *Sleep* spell would be awoken, they must succeed a Wisdom saving throw against your spell save DC or remain unconscious.
- When you would bring a creature to 0 hit points, you can choose to have them be stable when falling unconscious.

