Base Class: Wizard
The Oneiromancer, otherwise known as a Day Dreamer, is a wizard whose focus is on the realm of Dreams or simply, the Dreaming. These creative mages harness the raw power of dreams to weave strange and vivid visions for friends and foes alike.
Day Dreamer
Starting at level 2 you’ve learned how to alter your surroundings while awake the same way that you do while asleep. Once between short or long rests you may choose one creature you can see within 100 feet of you, forcing the creature to make a wisdom saving throw if they’re unwilling. If successful, you may then redescribe the creature’s surroundings as if you were the DM, resulting in the creature you’ve chosen having disadvantage to attack and damage rolls if you create a nightmare, and advantage on attack and damage rolls if you create a dream. This affect lasts for 1d4 minutes. This ability’s uses increase to 2 between short or long rests at level 6, and 3 at level 12.
Imaginary Friend
Starting at level 2 you’ve learned that your imagination and the beings it spawns need not be limited to the realm of dreams. Once between short and long rests you may imagine a creature who then becomes your companion. Appearing in an unoccupied space within range, your imaginary friend has HP equal to 2x your wizard level.
Your Imaginary Friend acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.
When the Imaginary Friend drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your Imaginary Friend is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Imaginary Friend’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your Imaginary Friend. It disappears into the Dreaming dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one Imaginary Friend at a time. If you cast this spell while you already have an Imaginary Friend, you instead cause it to adopt a new form.
Finally, when you cast a spell with a range of touch, your imaginary friend can deliver the spell as if it had cast the spell. Your Imaginary Friend must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Nightmare
By level 6 you have learned to peak into other creature’s subconscious’ in order to see what frightens them most. Once between short or long rests, you may choose one creature within your eyesight. Failing a wisdom saving throw, you glean their worst fear and may then choose to alter your own form or an allies’ form (including your imaginary friend if you already have one summoned) in order to appear as their worst fear, resulting in the creature becoming Frightened. A creature frightened this way has disadvantage on all rolls and cannot move
towards the source of its fear. This ability’s uses increase to 2 between short or long rests at level 10, and 3 at level 15.
Prophetic Dream
Beginning at level 10 you’ve learned that the subconscious mind rarely lies. Once during a long rest, you may choose to enter a dream-like state where you are granted visions of the near future. You may ask the DM one question about the game world, and then you must roll a d20. Succeeding against the DM’s predetermined DC, you are told the truth. You may not recover HP naturally during a short or long rest if you choose to use this ability due to the mental fatigue it causes.
Lucid Dreamer
Beginning at level 14 your ability to temporarily alter your surroundings while awake the same way that you do while you’re asleep has increased. Once between long rests you may choose to redescribe your surroundings as if you were the DM, forcing any creatures within your eyesight that you choose to experience whatever dream or nightmare you create. Dreams grant the affected creatures a +2 attack and damage rolls, while nightmares result in -2 to attack and damage rolls for those affected. You may use this ability 3 times between short and long rests. This affect lasts for 1d6 minutes.