Wizard
Base Class: Wizard

It takes a certain type of mind to try to unlock and understand the innermost workings of itself.  Hundreds of arcane practitioners have sought to sharpen their own thoughts through other fields of advanced learning.  Mathematics, astrology, alchemy, history, and the sciences are all worthy causes to dedicate one’s mental effort towards, and are prevalent expeditions in those who desire knowledge.  However, a select few practitioners wished to delve a bit deeper.  Down into the darkest depths of knowledge.  To try to swim through the dark waters of twisting thought itself and chart a way.  These practitioners desired to understand the mind.  To comprehend themselves and others in ways that make lesser minds ache from the very thought.  For what is a person but a soul trapped in flesh with a brain to control it?  Perhaps that assumption may be false.  Perhaps the brain houses the soul, and the body follows behind like a blind lapping puppy.  Even still there may not even be a soul to be found.  Maybe every living creature is simply a byproduct of strictly mechanical biology.  There are a great many questions to be asked, and the Dream Weavers hunt for the answers not by looking outward, but by journeying into the ether of thought and dream.

Bringer of Sleep

When taking this subclass at second level, you develop the formula required in order to begin your journey of learning of the subconscious.  At this level, you automatically add the sleep spell to your spell book.  It does not count against your number of spells known but must be prepared as usual.

Mind Seed

At this level, you can whisper and cause a strand of ether to burrow into the minds of creatures.  Striking the subconscious like a knife.  As an action you can force a wisdom saving throw on a creature within 5 feet of you, you can choose one of the following effects to happen:  

Incapacitate:  Your whisper becomes laced with confusion. For 1 round, the creature is incapacitated, their speed drops to 0, and they are visibly stunned.  Level 6:  Up to 1 minute with concentration.

Frighten:  You cause a whisper of the damned to burrow like a worm into the minds of your enemies.  The creature becomes frightened of you for up to 1 minute, depending on concentration.  Level 6:  Up to 10 minutes with concentration.

Confuse:  Your whisper echoes around the mind of your target.  The creature suffers the effect of the confusion spell for 1 round.  Level 6:  Up to 1 minute with concentration.

Charm:  The sweet music of your voice drips like intoxicating honey into the ears of a creature.  The creature is charmed by you for up to 1 minute, depending on concentration.  Level 6:  Up to 10 minutes with concentration.

Alternatively, you can use your mind seed to temporarily end one of these same effects in the mind of a creature.  As an action, you can end one of the effects listed above on a willing creature for 1 round.  Any non - willing creature can make another intelligence saving throw to resist.  You can add an additional round to this effect by consuming a spell slot.  The amount of rounds is the same as the spell level used.  (I.E.  A first level spell slot ends the effect for 2 rounds.  Level 2 for 3 rounds, and so on.)

Cartographer of Dreams

At this level, your control over your mind seed becomes refined.  For any effect with a time duration, you can choose to concentrate on the effect for an extended duration, shown on the effect table.  Additionally, the range of your mind seed is increased to 300 feet within sight.  When you implant a mind seed in someone, the mind seed burrows deeper into their subconscious and remains with them until the next time they wake from sleep.  Using this seed, you can cause a creature to gain the benefits of a short rest when they take a long rest.  Or vice versa.  Once the effect has taken place and the creature wakes, the seed is expended and released back into the ether.  You can have a number of mind seeds active equal to your proficiency bonus.

Call of the Ether

When you reach this level, when you implant a mind seed into a creature, you gain the ability to shape their dreams based on your whim.  You can implant images, memories, or feelings that shake creatures to their very core.  Sticking with them into their waking hours.  You can influence their actions in their waking time as though a Suggestion spell.  For the purposes of this use of the spell, the duration of the spell lasts until the creature’s next long rest.

Dreamt Reality

 When you reach this level, your influence over the dreams of a creature becomes absolute.  You gain the ability to warp the dreams of a creature to one of complete realism in their minds.  Causing them to act as though they were awake while they are dreaming.  You gain the ability to control one target (via a Dominate Person Spell) in their sleep.  At the end of their sleep, the creature has only very faint snatches and whispers of memory from their activity in dream.  Usually reported as feelings of being called to a specific person or location in their dreams.  You must concentrate as though concentrating on a spell for the entire duration that your target is asleep.  Any physical harm the target takes during their time under your influence causes a concentration check on the caster.  DC equal to half the damage the target takes or ten, whichever is higher.

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1/6/2022 12:16:20 AM
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