Wizard
Base Class: Wizard

Wizards of the School of the Endless study the hidden dimension of dreams—not just as illusions or mental states, but as the source-code of thought, destiny, and selfhood. Dream-scholars see the world as malleable when one can walk the borders between reality and subconscious.

Through their art, they enter dreams, speak to sleeping minds, shape fate, and eventually, step outside of time and body itself to walk through the Endless Dreamscape—a realm that touches every sleeper’s soul.

Lucid body

You begin to detach from the waking world, your essence slipping between reality and dream. As a reaction when you're targeted by an attack or must make a Dexterity saving throw, you can become partially incorporeal until the start of your next turn. While incorporeal:

  • You take half damage from non-magical bludgeoning, piercing, and slashing damage.
  • You can move through difficult terrain and squeeze through spaces as if you were one size smaller.
  • You can use this feature a number of times equal to your Intelligence modifier (minimum once). Regain all uses after a long rest.

Dream shaping

You learn the Sleep and Detect Thoughts spells. They count as wizard spells for you and don’t count against your spells known.

When you cast an Enchantment, Divination, or Illusion spell on a sleeping or unconscious creature, choose one:

  • The creature has disadvantage on its saving throw.
  • The spell’s duration is doubled, up to 1 hour.
  • You receive a brief vision of their current fear or desire.

Microsleep

As a bonus action, choose a creature within 60 feet. It must make a Wisdom saving throw against your spell save DC. On a failure, the creature enters microsleep for 1 minute:

  • It is considered asleep for the purposes of your dream-based spells and features.
  • It remains conscious and can act normally.

The target may repeat the save at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your proficiency bonus per long rest. You may also expend a 2nd-level spell slot to use it again.

Dream tether

You may mark a creature while it is asleep by casting any spell of 1st level or higher on it.

Once marked, you gain the following abilities:

  • Dream Walk: As an action, teleport to within 10 feet of a marked creature, even across planes, if both of you are asleep or in dream realms. (Usable once per long rest.)
  • Psychic Resonance: When a marked creature takes psychic damage, you can use your reaction to deal half that damage to another creature within 30 feet of it (once per turn).

You can maintain a number of dream tethers equal to your Intelligence modifier (minimum 1).

Endless

Your essence now exists partially in the dream.

You gain the Endless Form:

  • You can cast Teleport, Scrying, or Dream once per long rest without using a spell slot or components.
  • Once per long rest, you may physically enter the dream realm, bringing up to 5 willing creatures.
    • This is a custom Endless Dreamscape, a demi-plane connected to the subconscious.
    • While in the Dreamscape:
      • You are incorporeal in the waking world
      • Immune to psychic damage
      • Can cast spells without verbal or somatic components
    • Time flows differently: 1 minute in the real world = 10 minutes inside
  • You may exit into the waking world through a dream tether, or appear within 30 feet of a sleeping creature.
  • Additionally, you may create a permanent personal domain within the Dreamscape. This space can be used to:
    • Conduct magical research
    • Shape illusions and constructs
    • Trap enemies or heal allies
School Of The Endless Image

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