Notes from the Nails: something I hear all the time is that the Sleep spell is awesome at level 1 but useless by level 4. That doesn't seem right to me, so I made a subclass to keep it relevant. Sweet dreams!
School of Somnomancy
The somnomancers are an idiosyncratic bunch, given to fancies, daydreams and odd sartorial choices, and it is no surprise that they are rarely accorded any respect by mages of other schools. Although their obsession with sleep is occasionally useful, such as when someone needs to be hypnotized or must have their dreams interpreted, it is more often a source of humor – much to the chagrin of so-called 'pajama-mages'!
When you select this school at 2nd level, you gain some degree of control over your own sleep patterns. From now on, you only require four hours of sleep in a long rest and cannot be put to sleep by magic.
2nd level, you add the sleep spell to your spellbook if it is not there already. Whenever you cast this spell, the total number of hit points that can be affected is equal to double the number rolled on the dice. In addition, the radius of the spell is increased to 30 feet.
at 6th level, you can freely choose the order in which creatures are affected by a sleep spell you cast.
10th level, you add the spell dream to your spellbook if it is not there already. When you cast this spell, the messenger may jump between up to 12 creatures (each makes their saving throw against the spell separately), conversing with any or all of them. They can only appear monstrous to one of the targets, however, and the spell ends immediately after that option is utilized.
you reach 14th level, you can give creatures that you put to sleep terrible nightmares. At the start of their turn, you can choose to make any creature that is under the influence of a sleep spell that you cast suffer 3d6 psychic damage. This damage cannot wake a creature up, nor can it reduce a creature below 1 hit point.