I am looking for feedback by people who have a good understanding of the rules and have experience playing 5th edition. I am specifically looking for unforeseen issues that can arise. The purpose of this subclass is to elevate the enchantment subclass cause I feel it really falls flat compared to the other subclasses, at least up until they reach level 14, and that seems to be the general consensus on forums. I feel decently confident that I like what I have here, but I have no problem with changing numbers if need be as long as there is a good reason for it. There is a lot of text so please read thoroughly if you want to share some feedback or thoughts. Thanks beforehand!
School of Enchantment - Dreamstrider
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. You belong to an offshoot of enchanters that study the mystical and wonderful art of sculpting dreams to harness its arcane potential.
Dreamstride
2nd-level School of Dreams feature
During a long rest, you can meditate for 10 minutes, which after completed temporarily allows you to transfer your consciousness to a semicorporeal, translucent image of you called a Figment. As an action, you can see through your Figment’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 1 hour, and you can end it at any time (requires no action). While your Figment is being used in this way, it can be up to 200 feet away from you without being destroyed. The Figment has a movement, and flying speed of 10 feet, and it can pass through small holes, narrow openings, and even mere cracks. You also can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a Figment, you can interact with objects but you only have a strength of 2, but the Figment disappear if it suffer any damage. In this form you can use an action to travel into a sleeping targets dreams where you can alter them into everything between beautiful and soothing dreams, to troubling nightmares, and convert the strong emotions into arcane potential and pluck them out that you can use the next day when you need them. When you shape their dreams into soothing dreams you can also envigorate the target and allow it to receive a bonus of temporary hit points equal to 1d4 + your Intelligence modifier, invigorating them. These bonuses lasts until you take a long rest.
When you do this, you gain a Dream Die, which starts as a d4. You gain a number of Dream Dice equal to your Intelligence modifier. When you reach 6th level, the die becomes a d6 instead, and when you reach 10th level, the die becomes a d8. You can only use this feature once per turn.
You can spend a Dream Die to cause different effects.
Force a target to experience the emotions of a troubling nightmare when you try to intrude into their minds. When you force a creature to do a wisdom saving throw and you can see them, you can roll a Dream Die and subtract the number you roll from the total. You can use this after you know the roll.
Manifest an augmented nightmare and deliver it with a strike or spell. When you land an attack, hit a target with a spell, or force a target to do a saving throw, you can roll a Dream Die, you deal what you rolled as additional psychic damage.
Solidify the envigorating emotions of a soothing dream and protect yourself. As an action, you can spend three Dream Die to gain temporary hit points equal to twice your wizard level + your Intelligence modifier.
Whenever you force a wisdom saving throw and the target fails, and you have not used a Dream Die this turn, you gain a Dream Die. You can only gain one Dream Die per turn.
When you have at least one unspent Dream, you excude positive soothing energy. During a short rest, you can allow all allies that rests in your vicinity to roll one extra hit die for free if they roll for hit dice. When you have granted this effect, you can only use it again after a long rest.
Charm
2nd-level School of Dreams feature
As an action, you can target one Humanoid you can see within 30 ft. of you. If the target can see or hear you, the target must succeed on a Wisdom saving throw against this magic or be Charmed. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or Actions in the most favorable way it can. For example, if the target is a bandit in a party it doesn't like, he would fight on your side to protect you. If the target on the other hand is pitted against a lover of theirs, they probably wouldn't attack them, but would be compelled to aid you in other ways. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the Effect on itself on a success. Otherwise, the Effect lasts 10 minutes or until you fall unconscious, is on a different plane of existence than the target, or takes a Bonus Action to end the Effect. When you reach 6 level in this class you can extend the effect to 1 hour, and 12 hours when you reach level 10, when you reach 14 level it can last up to 24 hours. Once a creature has succeeded in a saving throw against this effect, you cannot use it again on this creature for 24 hours.
You can use this feature an amount of times equal to your intelligence modifier, after which you need to take a long rest to use it again.
Improved Dreamstride
6th-level School of Dreams feature
You gain additional options to spend Dream Dice on.
When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to spend a Dream Die to change the nature of that illusion (using the spell's normal parameters for lhe illusion), provided that you can see the illusion.
As an action, you can spend a Dream Die to cast Major Image without spending a spell slot. Roll the Dream Die you spent, that is how many minutes this spell lasts.
As an action, you can turn a Dream Die into an Edible Dream-bit, a real edible treat, which you can hand over to allies that they can consume as a bonus action. An Edible Dream-bit lasts until you take a long rest. If they eat one, they can use any of the benefits that a Dream Die can provide.
As an action, you can spend any amount of Dream Dice to manifest an Edible Dream-bit that is nightmare solidified. You choose the form of how it looks and how it can be consumed. On injestion or imbibement, the target must succeed on a wisdom saving throw against your spell save DC, or be:
Paralyzed for an amount of minutes equal to the amount of Dream Dice you spent. If multiple targets consume it you split the amount of minutes equally among the targets but no less than 1 minute. Any damage received on a Paralyzed target ends the effect.
Poisoned for an amount of hours equal to the amount of Dream Dice spent. If multiple targets consume it, you split the amount of hours equally among the targets but no less than 1 hour. Creatures who are immune to being Poisoned are not immune to this effect as it's not a poison.
Suffer damage. If you choose damage, roll a Dream Die or as many Dream Dice this Dream-bit is made of, the target will take twice the amount of what you rolled + your Intelligence modifier as psychic damage. If multiple targets consume it, you split the damage equally among the targets.
Potent Dreamstride
10th-level School of Dreams feature
When you use Dreamstride, your Figment is ethereal and you can cast Detect Thoughts at will, you also learn what the creature loves, and fears. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. If the target succeeds on a wisdom save they wake up.
You also have advantage on wisdom saving throws.
Alter Memories
14th-level School of Dreams feature
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1).You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
I am looking for feedback by people who have a good understanding of the rules and have experience playing 5th edition. I am specifically looking for unforeseen issues that can arise. The purpose of this subclass is to elevate the enchantment subclass cause I feel it really falls flat compared to the other subclasses, at least up until they reach level 14, and that seems to be the general consensus on forums. I feel decently confident that I like what I have here, but I have no problem with changing numbers if need be as long as there is a good reason for it. There is a lot of text so please read thoroughly if you want to share some feedback or thoughts. Thanks beforehand!
School of Enchantment - Dreamstrider
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. You belong to an offshoot of enchanters that study the mystical and wonderful art of sculpting dreams to harness its arcane potential.
Dreamstride
2nd-level School of Dreams feature
During a long rest, you can meditate for 10 minutes, which after completed temporarily allows you to transfer your consciousness to a semicorporeal, translucent image of you called a Figment. As an action, you can see through your Figment’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 1 hour, and you can end it at any time (requires no action). While your Figment is being used in this way, it can be up to 200 feet away from you without being destroyed. The Figment has a movement, and flying speed of 10 feet, and it can pass through small holes, narrow openings, and even mere cracks. You also can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a Figment, you can interact with objects but you only have a strength of 2, but the Figment disappear if it suffer any damage.
In this form you can use an action to travel into a sleeping targets dreams where you can alter them into everything between beautiful and soothing dreams, to troubling nightmares, and convert the strong emotions into arcane potential and pluck them out that you can use the next day when you need them. When you shape their dreams into soothing dreams you can also envigorate the target and allow it to receive a bonus of temporary hit points equal to 1d4 + your Intelligence modifier, invigorating them. These bonuses lasts until you take a long rest.
When you do this, you gain a Dream Die, which starts as a d4. You gain a number of Dream Dice equal to your Intelligence modifier. When you reach 6th level, the die becomes a d6 instead, and when you reach 10th level, the die becomes a d8. You can only use this feature once per turn.
You can spend a Dream Die to cause different effects.
Force a target to experience the emotions of a troubling nightmare when you try to intrude into their minds. When you force a creature to do a wisdom saving throw and you can see them, you can roll a Dream Die and subtract the number you roll from the total. You can use this after you know the roll.
Manifest an augmented nightmare and deliver it with a strike or spell. When you land an attack, hit a target with a spell, or force a target to do a saving throw, you can roll a Dream Die, you deal what you rolled as additional psychic damage.
Solidify the envigorating emotions of a soothing dream and protect yourself. As an action, you can spend three Dream Die to gain temporary hit points equal to twice your wizard level + your Intelligence modifier.
Whenever you force a wisdom saving throw and the target fails, and you have not used a Dream Die this turn, you gain a Dream Die. You can only gain one Dream Die per turn.
When you have at least one unspent Dream, you excude positive soothing energy. During a short rest, you can allow all allies that rests in your vicinity to roll one extra hit die for free if they roll for hit dice. When you have granted this effect, you can only use it again after a long rest.
Charm
2nd-level School of Dreams feature
As an action, you can target one Humanoid you can see within 30 ft. of you. If the target can see or hear you, the target must succeed on a Wisdom saving throw against this magic or be Charmed. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or Actions in the most favorable way it can. For example, if the target is a bandit in a party it doesn't like, he would fight on your side to protect you. If the target on the other hand is pitted against a lover of theirs, they probably wouldn't attack them, but would be compelled to aid you in other ways.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the Effect on itself on a success. Otherwise, the Effect lasts 10 minutes or until you fall unconscious, is on a different plane of existence than the target, or takes a Bonus Action to end the Effect. When you reach 6 level in this class you can extend the effect to 1 hour, and 12 hours when you reach level 10, when you reach 14 level it can last up to 24 hours.
Once a creature has succeeded in a saving throw against this effect, you cannot use it again on this creature for 24 hours.
You can use this feature an amount of times equal to your intelligence modifier, after which you need to take a long rest to use it again.
Improved Dreamstride
6th-level School of Dreams feature
You gain additional options to spend Dream Dice on.
When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to spend a Dream Die to change the nature of that illusion (using the spell's normal parameters for lhe illusion), provided that you can see the illusion.
As an action, you can spend a Dream Die to cast Major Image without spending a spell slot. Roll the Dream Die you spent, that is how many minutes this spell lasts.
As an action, you can turn a Dream Die into an Edible Dream-bit, a real edible treat, which you can hand over to allies that they can consume as a bonus action. An Edible Dream-bit lasts until you take a long rest. If they eat one, they can use any of the benefits that a Dream Die can provide.
As an action, you can spend any amount of Dream Dice to manifest an Edible Dream-bit that is nightmare solidified. You choose the form of how it looks and how it can be consumed. On injestion or imbibement, the target must succeed on a wisdom saving throw against your spell save DC, or be:
Paralyzed for an amount of minutes equal to the amount of Dream Dice you spent. If multiple targets consume it you split the amount of minutes equally among the targets but no less than 1 minute. Any damage received on a Paralyzed target ends the effect.
Poisoned for an amount of hours equal to the amount of Dream Dice spent. If multiple targets consume it, you split the amount of hours equally among the targets but no less than 1 hour. Creatures who are immune to being Poisoned are not immune to this effect as it's not a poison.
Suffer damage. If you choose damage, roll a Dream Die or as many Dream Dice this Dream-bit is made of, the target will take twice the amount of what you rolled + your Intelligence modifier as psychic damage. If multiple targets consume it, you split the damage equally among the targets.
Potent Dreamstride
10th-level School of Dreams feature
When you use Dreamstride, your Figment is ethereal and you can cast Detect Thoughts at will, you also learn what the creature loves, and fears. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. If the target succeeds on a wisdom save they wake up.
You also have advantage on wisdom saving throws.
Alter Memories
14th-level School of Dreams feature
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1).You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.