Base Class: Wizard
In the eyes of most people, sleeping is a waste of time. Being unconscious for 8 hours a day doesn't bring anything, it just restrains even more the amount of time they have in a day. But, for those who were able to pierce the thin veils that separate the awakened and the sleeping world. Dreaming becomes a useful tool they can use to shape the world. Wizards that study and actively try to understand the powers of dreams are known as dream walkers. Awake, they can use their magic to bring to life the fantasies and nightmares of the people around them, and once asleep they can walk through the sleeping realm.
Oneiric Conjuration
Starting at 2nd level, you can use your action to conjure up an object or a beast in your hand or on the ground in an unoccupied space that you can see within 10ft of you.
If you choose an object, it can be no larger than 3ft on side and weigh no more than 10lbs, and its form must be that of a nonmagical object that you have seen.
If you choose a creature, it must be a small or smaller beast of challenge rating 1/4 or lower. The creature is friendly to you and your allies, but will otherwise act as a normal animal would.
Any objects or beasts made with this feature are translucent and appear visibly magical. The object or creature disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. Additionally, you can choose to be immune to any spell that puts you to sleep or alters your dreams.
Walker of Both Realms
Beginning at 6th level, you can use your action to step into the dreaming world, even when you're awake. You can see and hear the plane you originated from, but everything there looks distorted. While in the dream plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't in the dream realm can't perceive you and can't interact with you unless a special ability or magic has given them the ability to do so.
You also gain the following benefits while you're in the dreaming world:
- Your movement speed is increased by 10 feet.
- You gain a flying speed equal to half of your current speed.
- As a bonus action, you can manipulate the mind of people in the waking world. Chose a creature within 30 feet of you. This creature must make a Wisdom saving throw. On a failure, they take 3d6 psychic damage and have disadvantage on all attack rolls they make until the start of your next turn. On a success, they only take half the damage.
You can use this ability a number of times equal to your Intelligence modifier per day.
This effect lasts until the end of your turn, or you can expend another one of this ability to extend the effect until the start of your next turn. When this effect ends, you immediately return to the plane you originated from in the spot you currently occupy.
Guardian of Sleep
Starting at 10th level, when you take a long rest, you and all other creatures within 30 feet of you vanish into the dream realm, protecting the physical body of those around you who are resting so that no harm can come to them. At the end of the long rest, you and all other creatures gain 2d6 + your Wizard level temporary hit points.
Additionally, you regain all of your uses of the Walker of Both Realms ability when you finish a short or long rest.
Master of Dreams
Beginning at 14th level, when you enter the dream world you ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Additonally, you can expand an additional use of the Walker of Both Realms feature to bring a willing creature within 5 feet of you into the dream world with you.
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