Wizard
Base Class: Wizard

While some wizards may focus on a particular school of magic, Oneiromancers study the energy of dreams and use it to bend the fabric of reality in accordance to their hopes, dreams, and desires, and the nightmares of others. Wizards from this school of magic may be dreamers themselves, but their powers of creation through imagination are nothing to scoff at. Their dreams could transport you to somewhere serene, or send you straight into a nightmare.

Drawn from the Dreaming

2nd-level Oneiromancy Magic feature

At 2nd level, your study of the energy of dreams has allowed you to draw upon their power when you cast spells; creating motes that can assist you and your allies.

Mould Imagination

6th-level Oneiromancy Magic feature

When you reach 6th level, you can draw upon the power of the plane of dreams to make your imagination into reality. Once per long rest, you can make one object, created by an illusion spell, real. The gold value of the object cannot exceed your Intelligence score multiplied by your wizard level. If it does, this ability fails and cannot be used again until you complete a long rest. The object cannot be living, independently deal damage, or move.

Passage through dreams

10th-level Oneiromancy Magic feature

By 10th level, your connection to the dreaming has allowed you passage through it. When you complete a long rest, you and a number of creatures equal to your Intelligence score that are within 30 feet of you can teleport up to 100 miles. If you want this to be a specific place as opposed to a direction you need to have either seen the place before or had it described to you at length. If a creature you attempt to teleport is unwilling, they must make a Charisma saving throw against your spell save DC. On a success, they aren't teleported, and you are. On a failure, they are teleported with you.

Convergent Future

14th-level Oneiromancy Magic feature

At 14th level, the barrier between the material plane and the realm of dreams is thinner for you than others. While sleeping or trancing you can separate your physical body from your astral self, and traverse the material plane. While in this form, you have a flying speed of 30 feet. You can see into the dreams of those sleeping, travel into them, and talk to them inside their dreams. Doing this doesn't count against your time spent resting. Additionally, once per long rest, you can cast the divination spell without consuming a spell slot or using components, provided you haven't separated your astral self from your body that rest. Your Dream Motes also increase in potency.

Mote of Fluidity: Can only be summoned after casting a conjuration spell. When the mote-bearer activates this mote they can teleport up to 60 feet towards another creature that has a mote of dream energy.

Mote of Nightmare: Can only be summoned after casting an illusion spell. When the mote-bearer activates this mote, they can make a creature within 30 feet of them make a Wisdom saving throw against your spell save DC. On a failure, the creature takes psychic damage equal to half your wizard level. The creature is then frightened by the mote-bearer until the end of its next turn.

Mote of Sight: Can only be summoned after casting a divination spell. When the mote-bearer activates this mote, they can gain advantage on the next two d20 rolls they make. Alternatively, they impose disadvantage on a d20 roll another creature within 60 feet makes, by using their reaction.

Mote of Shifting: Can only be summoned after casting a transmutation spell. This mote lasts until the end of your next turn. The mote-bearer's size increases by one (e.g. medium to large). Additionally, they roll an extra d6 on all Strength saves and checks, Strength weapon attacks, and Strength damage rolls. Their movement speed increases by 10 feet.