TEXT:  
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  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'! 
  Soporific Savant  
  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. 
  Deep Sleep 
  Also at 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. 
  Careful Somnomancy 
  Beginning at 6th level, you can freely choose the order in 
  which creatures are affected by a sleep spell you cast. 
  Dreamspeaker 
  At 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. 
  Fitful Slumber  
  When 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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Somnomancy.pdf