Base Class: Wizard
You are a student of spells that modify sleep and dreams. You can shape your dreams into whatever you want — or shape other people’s dreams, for that matter. A student of the mind, you have faced your own nightmares to become their master. To walk while others sleep, you have learned how to bring the most beautiful dreams and the most terrifying nightmares to life.
Cunning Will
Beginning when you select this school at 2nd level, your experience with the realm of dreams has guarded your mind and sharpened your senses to reality. You have advantage on saving throws against being charmed or frightened.
In addition, you are immune to spells and other magical effects that harmfully affect your dreams or sleep, such as nightmares caused by the messenger of the dream spell or the nightmare haunting power of a Night Hag.
Dream Walker
At 2nd level, you can Scry on a creature's dreams. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it (as if you were casting the scrying spell). On a failed save, you learn the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
Once you use this feature, you must finish a long rest before you can use it again.
Nightmarish Attack
Upon reaching 6th level, you can quickly sense the nightmares of your foes. When a creature that has been affected by your Dream Walker feature or a creature you have dealt damage to attacks you or any creature within 120 feet of you, you can use your reaction to impose one of the following effects:
Phobetor. The creature is frightened by you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Morpheus. If the creature is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
Phantasos. The creature takes 2d8 psychic damage. The extra psychic damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
You can use this feature a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.
Shielded Mind
Beginning at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and you become immune to fear.
Realm of Dreams
Starting at 14th level, you create a pocket dimension where you can store your memories and dreams.
By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to your Dream Plane. Your Dream Plane is a magnificent foyer with numerous chambers where you can visit your and the creatures' memories and dreams. You can create any floor plan you like and the place is furnished and decorated as you choose. Furnishings and other objects created by this spell dissipate when you leave the Plane.
You and the creatures you choose gain the benefits of a short rest while sequestered on your Dream Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. You can also use this feature to reduce all sequestered creatures’ exhaustion level by 1.
Once you use this ability, you cannot use it again until you complete a long rest.
Previous Versions
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