Wizard
Base Class: Wizard

Some wizard disciplines focus on the outright control of certain schools of magic.   Others,  delve between the lines mixing and blurring two or more distinct schools into one seem-less design. Oneiromancers focus on twisting the school of Enchantment, Illusion, and Divination into one,  the art of inducing sleep and manipulating the dreams of others either for the purposes of learning,  battlefield control or in darker cases,  manipulation of others.   

Their mastery of Sleep and mind altering magic can lead them to be powerful politicians,  Skillful therapeutically healers, or if twisted in a darker sense terrifying creatures capable of destroying a mind.

Somniferous Spells

Starting at level 2, You learn additional spells when you reach certain levels in this class, as shown on the Somniferous Spells table. Each of these spells counts as a wizard spell for you, is always prepared, and doesn't count against the number of spells you can prepare.  The range of these spells is increased to 120 ft if it is not that already while in your Dreamweaver state. 

Additionally when you cast the Sleep spell,  it is cast as 1 level higher than the spell slot expended, and you can choose the creature you'd like to affect first rather than normal targeting method of using the lowest HP creature first. 

You gain Somniferous spells at the wizard levels listed.

School of Oneiromancy Spells
Wizard
LEVEL
SPELLS

2rd

sleep

3th

phantasmal force

5th

catnap

7th

phantasmal killer

9th

dream

Dreamweaver

Starting at 2nd level, you learn to weave magic by harnessing the power of your own dreams.

As an Action, you may sit or lay down and put yourself into a sleep-like state allowing your mind to dream. When you are in this state you are considered unconscious. While unconscious in this way you are not incapacitated and are aware of your surroundings, but are still unable to move or speak, all other affects of the unconscious condition apply. You remain asleep for up to 1 minute, or until someone takes an action to wake you or you take damage. While in this state you gain a special awareness of your surroundings, focusing on the mind of creatures around you. You are aware of creatures within 120ft of you that are capable of thought.

While in this state you remain able to cast spells. The verbal, somatic, and material components are removed from your spells except those that are consumed or require a cost.  The sight component is removed from all spells and you have a -5 to spell attack rolls,  but a +2 to the DC of your spells that require wisdom or intelligence saves. 

Hypnagogic Magic

Beginning at 6th level your magic has begun to affect creatures in ways that are unnatural when it comes to sleep. When you cast the Sleep spell on a creature that is immune to being put to sleep, you instead place it in a groggy state, it's mine lulling between the material plane and the dream realm.

The creature must roll a wisdom save. On a failure it has disadvantage to all saves, attack rolls, and ability checks until the end of your next turn.

Watchful Rest

Beginning at 10th level using your dreams to gather knowledge and influence others has begun to lead you into a path of divination. Your ability to see the thoughts and dreams of other creatures has seeped into even your waking hours.

You can see creatures that are invisible or on the ethereal plane within 60 ft of your physical location. Additionally you can not be surprised, even while sleeping.

Sleepwalker

Beginning at 14th level you've obtained full mastery of your Oneiromancy.

Your Dreamweaver feature is now always active,  and you are no longer considered unconscious.

School Of Oneiromancy Image

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