Sorcerer

A sorcerer (female: Sorceress) is a wielder of powerful arcane magic, limited only by their own willpower. Unlike most other arcane spellcasters, particularly the Wizards they are often compared with, Sorcerers are born with their magical abilities and do not have to study to obtaining such power. And while a wizard focuses on thinning the enemy lines, a sorcerer prefers to unleash their full power on a single unfortunate target. The magic a sorcerer wields, as a result of their unusual magical origin, is intensely powerful though often somewhat unpredictable, resulting in many self inflicted injuries.

Sorcerous Origins
The powers of a Sorcerer have been known to come from a variety of backgrounds. Some Sorcerers are born with their powers, while others gain them through events in their life. Sorcerers of draconic ancestry are probably among the best known and most common, Sorcerers from other origins exist as well. The origin of their powers greatly determines the abilities and characteristics of the sorcerer himself and most Sorcerers specialise to some degree in the abilities granted by their powers' origin.

Awakened Bloodline
Almost every awakened sorcerers can remember what happened their first time. They simply went to sleep in their meagre beds and suddenly they were standing fully awake in a lavish throne room, surrounded by bowing servants. Confused they will run out into the black granite streets. Looking up they see a black featureless sky for the first time and there they realise it: they have entered the dream the Dream. Confused they will walk around the city, talking with the Ghosts, taking in the sights of the gothic houses, sneaking down the narrow streets, and eventually going to sleep. Then they woke up back in their own home again. Each night when they go to sleep in the waking world, they will reawaken on the other side in a palace, and learn that in this world they are royalty. Eventually the exposure to the Dream will also awaken something in the waking world, granting the sorcerer a source of mystical powers.

Slumbering Monarch
Starting at 1st level, you have lived long enough as a monarch in the dream world to know a thing or two about it. You have advantage on History(int) checks concerning dream-side politics and on Persuasion(cha) checks when dealing with royalty and ghosts on both sides.

Son of Dis
Starting at 1st level, you exist in both the land of the living and the land of the dead, making it hard to separate your body and soul. When damage reduces you to 0 Hit Points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 Hit Point. You can't use this feature if you are reduced to 0 Hit Points by piercing, slashing, acid, or radiant damage.

After the saving throw succeeds you can't use this feature again until you finish a Long Rest.

Two worlds
At 6th level, you gain resistance to psychic and necrotic damage. In addition, whenever you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can intensify the spell by spending sorcery points, dealing an additional d4 damage for every sorcery point spent.

Royal Kiss
At 14th level, you have gained a certain authority over the death, no matter how small and with a single kiss you can bring a diseased creature, who's body is intact and no longer than 24 hours death, back from to its body with a single kiss.

This effect only works once on any given creature, when they die a second time the kiss will be ineffective.

Total Collapse
Beginning at 18th level, you gain the ability crash the walls between the two planes and create a vortex. As an action, you can spend 5 sorcery points to draw up to 10 creatures 30 feet radius around you to the vortex, dealing 10d8 necrotic damage as they feel both their body and soul getting sucked away. Items sucked into the vortex get crushed and destroyed.

After you use this feature you can't use it again until you finish a long rest

Wild magic
Born as natural conduits for true mana, the wild magic sorcerer derive his powers from the terrible and wondrous forces of the waves of unrefined mana around them. These sorcerers have learned the art of wild magic, using methods similar to rangers to cast their spells. Extremely impressive founts of power, Wild magic sorcerers are often extremely dexterous as well, using their agility and strong reflexes to slip out of the way of their own, often unpredictable, spells.

From time to time, when a wild magic sorcerers loses his focus, they might draw to much power from the waves of mana and release a surge of wild magic, which often results in unpredictable consequences.Though their magic can be dangerous uncontrolled, wild magic sorcerers gain a number of important benefits, such as the luck of a halfling, though on an unreliable and ever-changing basis. On the whole, a Wild magic sorcerer's magic does far more good than harm to its caster. Experienced Wild magic sorcerers who focus on their use of wild magic might become chaos mages.