Wizard
Base Class: Wizard

Lv 2: Once per long rest, you gain the ability to take yourself and a small group of allies into The Astral Plane for 8 hours

Lv 6: Long rests take 4 hours, can combine lower level spell slots to restore higher level spell slots

Lv 10: Cast sleep for free once per long rest, imposing disdvantage on the save

Lv 14: Cast a non damaging spell on an ally while both of you are unconscious from any distance

Dream Walker

Starting at 2nd level, once per long rest, you gain the ability to take yourself and a small group of allies into The Astral Plane for a maximum of 8 hours, or until your HP is reduced to zero. Upon reaching zero HP, willingly ending the Dream Walking, or after the time limit expires, you wake up from the Dreamscape unharmed.
As an Action you can open a portal directly into this Astral Sea, the realm of dreams. Doing so consumes one level 1 spell slot, and the portal remains open for 1 minute, or until the maximum number of creatures passes through it. The number of creatures that can pass through the portal in addition to you is equal to your proficiency bonus. You, and any creatures who willingly accompany you, must be unconscious or semiconscious, within 30 ft of each other. Being asleep, knocked out, in an elf's Trance, or a warforged's Sentry's Rest, all qualify.

If you are a dream eating dhampir, creatures whose dreams you feed on do not need to be willing for you to enter their Dreamscape, and you can force your way into their dreams with a charisma check set by the DM. If the target creature is semiconscious, such as an elf's Trance or a warforged's Sentry's Rest, they instead oppose your entry with an active contested charisma check. On a failed check, the Dream Walk fails, and cannot be attempted again until their next long rest. On a nat 1, they wake up, and are aware you attempted to invade their mind.

The Dream Weaver is able to weave together an access point into the Astral Plane through their dreams, and begins lucid dreaming. The Dream Weaver can peer into the dreams of anyone they are in the Dreamscape with. The potential but not guaranteed effects include but are not limited to:
-Accessing memories, including amnsesia, repressed memories, memories lost due to physical trauma, memories altered or erased by Modify Memory, or other such memory altering effects.
-View visions of the past or future as it pertains to the creature who's Dreamscape you are in.
-Contacting creatures that live in or percieve the Dreamscape, such as a morkoth, a sleeping beholder, a deity of dreams, or other actively Dream Walking Dream Weavers.
-Revealing previously unknown potential, such as secrets passed on from past lives, hidden powers, sorcerous origin, or a secret warlock pact.
-Dream eating dhampir exclusive: Leaving messages as visions or prophecy within the mind of someone you are Dream Walking with, without the target creature being aware you were the one who implanted the vision. This requires a decption check contested by an insight check from the target creature.

Note: You can only access the personal Dreamscape of one creature at a time. The DM may impose checks, in-dream obstacles, representing truths as metaphors instead of literal events, or inserting creatures from The Astral Plane, all to impede your progress as they see mechanically or narratively fit.

Dream Magic

Starting at 6th level, you no longer require sleep. Instead you must take at least four hours meditating in a lucid dream-like state in order to form the raw dream magic required for your spells. This time is halved if you are within 20 feet of at least one other sleeping creature, as you can use your control over dream magic to draw out the magic of the dreams of others as well.

Your wizard spell book takes the form of a series of glass vials and jars that are designed to contain the magic of dreams and shape it into the form you wish in order to cast your spells. These jars and vials each have the inscription for the spells you know engraved on the side of them and when you prepare spells each day you channel the dream magic from your meditation into the glass containers with the inscriptions of the spells you want to have available to you that day.
As an action, you may combine two spell vials, who's combined spell level does not exceed the maximum level you can cast at. This consumes two spell slots, allowing you to cast a spell at a level of the two combined spell slots as a separate action. 

Once per Dream Walking session, while Dream Walking, a creature you are in the dreamscape of may willingly forfeight an available spell slot. This recovers one of your existing spent spell slots. If this creature knows a spell you don't know at a level you can cast, they can choose to give you that spell slot in the form of a single casting of that spell. This spell lasts until your next long rest. You may cast this spell, even if your class normally can't. After expending the spell, if it is a spell your class can learn, you permanently learn that spell. If you are a dream eating dhampir, you can attempt a contested charisma check to harvest one of their spell slots against their will, recovering one of your spent spell slots. This includes harvesting a spell. 

Sleepy Presence

Starting at 10th level, you can cast the spell Sleep once per long rest, without expending a spell slot. You do not need to have the spell prepared to use this ability. 
Also, creatures within 30 feet of you have disadvantage on saving throws to resist sleep effects. Additionally, if a creature is normally immune to sleep effects, they instead have advantage on the saving throw to resist falling asleep, and if there would not be a save like in the spell Sleep, the creature is affected normally. However, if a creature that is normally immune to sleep effects is made to fall asleep by this, they are only affected for a number of rounds equal to the caster’s spell casting ability modifier.

Dream Casting

Starting at 14th level, once per long rest, while unconscious or semi conscious, you can attempt to target a willing unconscious or semiconscious creature you have previously spoken to in person with Dream Casting. While Dream Casting, you can cast a non damaging spell on them from any distance, including other dimensions. This requires casting the spell at one level higher than you typically would. For example, to grant them the effect of a level 1 Cure Wounds, this would require a level 2 spell slot. Alternatively, casting the cantrip Message would require a level 1 spell slot.
If you are a dream eating dhampir, you may attempt to target an unwilling creature with any non damaging spell with a contested charisma check. On a failed check, the spell slot you intended to use is not expended.

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