Wizard
Base Class: Wizard

Dreams are often thought of as unreal, but hypnomancers understand that the dream can be every bit as real and terrifying as real life.

Sleep Savant

Beginning when you select this school at 2nd level, the amount of time you must spend resting for a long or short rest is halved.

Your Eyes are Growing Heavy...

At 2nd level, you gain the Sleep spell if you do not already know it. If you do, you can gain any other wizard spell that you have slots for. When you cast Sleep, it ignores immunities to being put to sleep by magic, such as the Elvish Fey Ancestry feature.

Dreamwalker

At 6th level, you can enter a creature’s dreams. You can select an unconscious creature, you then enter it’s dreams. You act as if casting Dream, but the target must already be asleep. Any damage you do to the creature in the dream is transferred over to the waking world in psychic damage.

Sleepcaller

At 10th level, you can force several creatures to enter the world of dreams. As an action, you must make every hostile creature in a 30 foot radius make a wisdom saving throw against your spell save DC, or must gain the Unconscious condition. The affected creatures all are in the same dream, and can attack or communicate with each other. The creatures stay asleep as long as you maintain concentration. (As if concentrating on a spell.) You can use this ability once per long rest.

Dream Prison

At 14th level, you can trap a creature inside of it’s dreams. As an action, you can select one unconscious creature within 30 feet of you. You can cast imprisonment on the creature, without expending a spell slot. If they fail the saving throw, they are trapped inside their dream instead of inside a demiplane. The creature remains where they are, including their equipment. As another action, you can use your Dreamwalker ability. You can also use an action to end the spell effect, and wake the creature. You can use this ability once every 7 days.

You can also use this ability whenever you cast Imprison normally.

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