Wizard
Base Class: Wizard

Wizards can take many forms and may find themselves drawn to many fields of study. Some study the various schools of magic that allow their user to warp the world around them or to use the forces of nature to aid them in their quests. Others study ways to incorporate their magic into various fighting styles. Then there are those that wish to study the way that magic affects the mind. Specifically, the magic that allows people to dream. Dreams can be incredibly powerful forces in the minds of those that require sleep. Dream catcher wizards have learned ways to use dreams to great effect in the waking world. They have the unique ability to draw out and capture the raw magic of dreams.

Dream Magic

When you choose this arcane tradition you no longer require sleep. Instead you must take at least four hours meditating in a lucid dream-like state in order to form the raw dream magic required for your spells. This time is halved if you are within 20 feet of at least one other sleeping creature, as you can use your control over dream magic to draw out the magic of the dreams of others as well.

Additionally, your wizard spell book takes the form of a series of glass vials and jars that are designed to contain the magic of dreams and shape it into the form you wish in order to cast your spells. These jars and vials each have the inscription for the spells you know engraved on the side of them and when you prepare spells each day you channel the dream magic from your meditation into the glass containers with the inscriptions of the spells you want to have available to you that day.

You also learn the cantrip, Dream Siphon in addition to the cantrips you already know

Dream Alchemy

The magic of your spells being a physically present force allows you the ability to do things that other wizards typically cannot.

As an action you may consume two spell slots with a total combined level no greater than your proficiency bonus and gain a spell slot of the combined level. Example: a 9 level Dream Wizard has a proficiency bonus of +4 and can use either one 1 level and one 3 level spell slot or two 2 level spell slots to gain an additional 4 level spell slot. When you do this, you are mixing together the raw magic of both of those levels into one of a greater level.

Additionally, when you use this feature you may also instantly prepare a spell of the level which you just gained a slot for even if you had not made the preparations for it earlier that day.

Sleepy Presence

Starting at 6 level, your knowledge of sleep and the magic surrounding it deepens. Creatures within 30 feet of you have disadvantage on saving throws to resist sleep effects. Additionally, if a creature is normally immune to sleep effects, they instead have advantage on the saving throw to resist falling asleep, and if there would not be a save like in the spell Sleep, the creature is affected normally. However, if a creature that is normally immune to sleep effects is made to fall asleep by this, they are only affected for a number of rounds equal to the caster’s spell casting ability modifier.

Dream Walker

Starting at 10 level, you gain the ability to take yourself and a small group of allies into the plane of dreams. (Details about the Plane of Dreams at the end of this document).

As an Action you can open a portal to the Plane of Dreams. Doing so consumes one 5 level spell slot and the portal remains open for 1 minute or until the maximum number of creatures passes through it. The number of creatures that can pass through the portal in addition to you is equal to your proficiency bonus. This feature is a spell-like ability.

Dream Invasion

Starting at 14 level, when a creature falls asleep within 30 feet of you, as a free action you can use a 4 level spell slot to make the creature believe that it is still awake in its dream and simultaneously take yourself and a number of willing creatures equal to your proficiency bonus into their dream as well. When you use this feature, any creatures that enter into the Plane of Dreams in this way fall asleep in the space that they were when this ability was used. You cannot be woken up unless the creature whose dream you are inhabiting wakes up, you die in the dream, your physical body takes damage, or someone uses a magical means of waking you up.

When you invade another creature’s dream in this way the affected creature fully believes that they are still awake and behaves as such. Every hour after the first, the creature may make a Wisdom saving throw equal to the Dream Catcher’s Spell DC to realize that they are in a dream and try to wake up. This is because as with all dreams, they are not entirely perfect re-creations of reality.

When you awaken from this effect, all creatures other than the creature whose dream was invaded gain one point of exhaustion. This is a spell-like ability.