Base Class: Wizard
Many masters of the arcane have had dreams or divinations. Some arcanists have spent their time researching where dreams come from and what they are. Some have found that dreams seem to act like their own plane of existince. Some even have theories that our connection to the magic weave are through are dreams. Those that have studied this connection have learned to control their mind and enter a state of lucid dreaming.
The more time they spend in their dreamscape the stronger they become connected to the weave. When enough experience is aquired practitioners of this art can call upon their dreams and make them reality. To focus this connection arcanists will bring themselves to the brink of exhaustion.
Lucid dreaming is a draining process that drives many arcanists insane. Most are unable to realize which reality is true. Others bring themselves to the brink of death just to further blur that line in between.
Most dream cartographers focus on illusion, enchantment, conjuration, or divination schools of magic.
Mind palace
At 2nd level you have taught yourself how to enter a state of lucid dreaming. While sleeping you may choose enter a state of lucid dreaming and enter your mind palace. While within your dream, you and your surroundings seem physical. Many arcanists use this ability to practice skills, study, experiment, or even create new spells. You may shape your mind palace using the mechanics of Mordenkainen's Magnificent Mansion. The servants are people you have met before and have a limited knowledge to that of what you already know about that person.
Every night you are able to spend 4 hours within your dream transcribing the events of the day, writing down everything you have seen and heard. This is kept as a physical writing within your mind and organized into the many rooms of your mind palace. You can come back and find any memory or detail that has been stored. The DM can decide how long it takes you to find specific information in your mind. This acts as having keen mind only while within your dream.
You've learned specific magic that binds your spell book to your mind as well. While in your mind palace you can spend the time there to transcribe or copy spells into your tome, as well as prepare the spells for the next day.
Dream recall
At 6th level you have learned that dreams are a real place that can be interacted with while awake. You gain the ability to send and retrieve small items from your mind palace while awake. This can be used to store objects to later be tested and studied. This uses and action and only items that have not been created or originate from your dreams can be retrieved. Items stored in this way do not rot or age. They cannot effect the outside world or be divined.
You can now change equipment and attune to items during this time.
Inception dreamer
At 10th level you learn how to travel between dreams, manipulating others' dreams as well as bringing them into your own.
You learn and can cast dream without expending a spell slot. Once used it cannot be used again until the next night.
You learn a ritual spell lucid connection. Any sleeping ally within 30 feet may enter your mind palace. When they fall asleep they wake up in open space with a floating door in front of them. This acts as the entrance to your dream. They can interact with the door but not open it. You can choose to open the door for them and allow them inside.
Sleep paralysis
Sleep paralysis
Arcanists who delve deep into the study of dreams and their arcane significance find that dreams are an untapped well of arcane knowledge and power. The best way researchers have found to extract that power and bring it into reality is to be in a constant state of permanent exhaustion, always being on the brink of permanent unconsciousness. The more exhausted you are the closer your brain gets to being able to slip between the dream world and the real world, however the lines become blurred and drive many arcanists insane.
For every level of exhaustion you gain an additional power, you still retain all previous levels as well. Spells gained from exhaustion can be cast once per day, reset at dusk, and do not use a spell slot.
Level 2
1 level: can cast sleep, disguise self, dissonant whispers. You gain fly speed equal to walking speed.
Level 10
2 levels: can cast slow, phantasmal killer, hypnotic pattern. When using enchantment magic you may use a bonus activion to pull a charmed creature into your mind palace. While there, their physical body is considered unconscious until the spell effect fades and they awaken.
3 levels: can cast mirage arcane, creation, scrying. You can choose one object as part of an illusion that becomes real. While within your mind palace ritual spells do not require physical components.
Level 14
4 levels: can cast scatter, maddening darkness, reality break. Although your body has become too weak to move, you can now cast etherealness at will. In the ethereal plane you can move through space using your mind. Your movement speed is double your intelligence score.
Although your mind is strong your body is beginning to falter. While you have atleast 4 levels of exhaustion, Every night you must make a CON saving throw of DC 15 or fall asleep for 8 hours, you are unable to be awoken during this time, unless an affect that removes exhaustion is used.
5 levels: can cast crown of stars, telepathy, time stop. You can minipulate the fabric of reality itself as if it is a dream. Can cast wish. Once this is used you start to question what is real. Must make a wisdom saving throw DC20 or suffer one additional level of exhaustion, causing you body to enter permanent sleep.
Mental projection
At 14th level you can cast mordenkainen's magnificent mansion, this acts as a physical entryway into your mind palace. This can be done once per day without using a spell slot.
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