Wizard
Base Class: Wizard

Life is but an endless reverie, with the intricate patterns and signs seen in dreams shaping and foretelling all waking lives. The School of Onieromancy delves into the magic of slumber, discovering what it is to dream, what it is to wake, and blurring the line between. Their minds racing between worlds, restless by night and restful by day, Oneiromancers channel their dreams, and the dreams of others, imparting these visions upon the waking world.

Clairvoyant

2nd-level Onieromancy Feature

Visions of dreams, memories, and futures merge in your mind, and you see the mundane from all angles. You learn the Guidance cantrip, which does not count against your cantrips known.

Additionally, your affinity with the slumbering world allows you to see into the minds of others. You can visualize the most recent dream a creature has had in your mind simply by gazing into its eyes.

Journal of Dreams

2nd-level Onieromancy Feature

Your spellbook serves as your record of dreams, and your dreams may serve as your spellbook. When you copy a spell into your spellbook, you may choose to disguise it in the form of a story or recount of dream, so that any creature who examines it will not be able to identify it as a spellbook.

Additionally, you may store the power of your dreams within this journal. When you finish a long rest, roll on the Table of Dreams to determine an onieromantic effect for your visions. Once you use the abilities granted by your Onieromantic Effects a number of times equal to your proficiency bonus, the vision flees from your mind and you may no longer use it, unless the  effect description specifies otherwise.

Table of Dreams
d6 Onieromantic Effect
1 A Happy Dream: When you succeed on a saving throw or ability check, you may use your reaction to grant temporary hit points equal to 1d8 + your wizard level to yourself and another creature within 30 feet.
2 A Cryptic Dream: When you cast a spell of first level or higher, you may turn invisible until the start of your next turn as a free action.
3 A Dying Dream: When you are reduced to 0 hit points, you instead drop to 1 hit point and regain a spell slot of a level equal to or lower than your proficiency bonus, as if jolting awake before dying in a dream. Once you use this feature, the vision flees from your mind and you may no longer use it.
4 A Shameful Dream: When a creature you can see within 60 feet fails an ability check, attack roll, or saving throw, you may use your reaction to force them to subtract 1d6 from their next roll of the same type.
5 A Premonition: When you roll with disadvantage, you may choose to remove disadvantage from the roll. If you then succeed on the roll, you gain a point of inspiration.
6 A Nightmare: When you cast a spell of first level or higher, you may bombard the mind of a hostile creature within 60 feet, making a ranged spell attack as a bonus action. On a hit, the target takes psychic damage equal to 1d12 + your wizard level.

At 6th level, you may roll twice on the table, gaining both effects. At 10th level, you may choose any two Onieromantic Effects at the end of each long rest without rolling and, at 14th level, you may choose any three.

Slumbering Enigma

6th-level Onieromancy Feature

Your mind works it magic while waking and sleeping. As an action, you can fall asleep and send your consciousness from your body in the form of an ethereal specter that may move up to a mile from your body. You perceive the senses of this specter, but you cannot take actions. In this state, you may enter the mind of another creature by moving into its space. If they are awake, you learn their alignment and creature type. If they are asleep, you see into their dreams, also learning their greatest source of pride, and their greatest fear or weakness. Your Dungeon Master may present these integral components of identity in the form of a cryptic message or dream.

Additionally, you may shift between the realms of dreaming and waking, protecting yourself from the harms of both worlds as you do so. When you cast the spells Shield or Absorb Elements, your mind may escape into the corner of your most Safeguarded Dream, granting you the following effects:

  • Until the start of your next turn, your concentration cannot be broken as a result of damage you take.
  • Until the start of your next turn, when a creature deals damage to you, they must make a Wisdom saving throw against your spell DC. On a failure, the gain a level of exhaustion as a wave of slumber comes over them.

Waking Nightmare

10th-level Onieromancy Feature

The control over dreams you possess allows you to impart twisted visions into the minds of your enemies. You know the Dream spell, always have it prepared, and may cast it once without expending a spell slot, regaining your use after a long rest.

Additionally, you may even send nightmares into the minds of waking creatures. As an action, choose a creature within 60 feet, who must make an Intelligence saving throw. On a failure, you send them through a horrid dream, illuminating their greatest fears. The target takes 5d10 damage of a type of your choice, fitting the scenery of the dream you send them through, and is frightened of one creature or object of your choice for the next minute. While a creature is frightened in this way, they have disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws. The target may repeat the save at the end of each of its turns, ending the effect on a success. On a successful save, the target takes half damage, and is not frightened.

You may use this feature once, and you regain your use after a long rest. You may also use this feature by expending a spell slot of 5th level or higher.

Reverie Realized

14th-level Onieromancy Feature

Your command and expert interpretation of the world of dreams has allowed you to unlock new power through the careful study of fantasies. When you choose an Onieromantic Effect from the Table of Dreams, you gain an additional effect.

 A Happy Dream. When you choose this Onieromantic Effect, select one of your abilities. While this Onieromantic Effect is active, you have advantage on ability checks and saving throws with this chosen ability.

A Cryptic Dream. When you choose this Onieromantic Effect, until the end of your next long rest, you know Phantasmal Killer spell, always have it prepared, and may cast it once without expending a spell slot while the effect is active. Additionally, whenever you cast this spell while this Onieromantic Effect is active, you may target a number of creatures equal to your proficiency bonus, rather than just one.

A Dying Dream. When you use this Onieromantic Effect to drop to 1 hit point instead of 0, you recede into the mystical plane of dreams contained within your mind, where you may take two turns to cast spells that target only you.

A Shameful Dream. While this Onieromantic Effect is active, you may use your bonus action to prod the ego of a creature within 60 feet, making them to believe their friends have made them a mockery. The target must make a Wisdom saving throw against your spell DC. On a failure, the target regards another creature of your choice within 60 feet as hostile until the end of their next turn.

A Premonition. While this Onieromantic Effect is active, you may cast the spell Divination, without expending a spell slot or material components, as a free action at the beginning of your turn. When you cast the spell using this feature, you might look into the eyes of a hostile creature, sensing its next move. You may cast this spell using this feature twice, and you regain all uses when you next choose this Onieromantic Effect.

A Nightmare. When you hit with your ranged spell attack from this feature, the target must make an Intelligence saving throw. On a failure, they gain a level of exhaustion. In addition, while this Onieromantic Effect is active, creatures of your choice within 300 feet of you lose any resistances or immunities to the exhaustion condition.

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