Wizard
Base Class: Wizard

Oneirology is the study of dreams, the subconscious, and things of that nature. As a spellcasters studying this topic, many of the wizards in this field belong to the more psychological side of study, using magic to understand the feelings of others through their dreams, and observe the consequences of natural life, being a supportive unit to any party they join.

Somnambulism

Starting at 2nd level, you gain an acute awareness, even when you drift into slumber. When you are unconscious, whether or not it is due to magical causes, you can still move up to half of your walking speed, make melee weapon attacks, and cast cantrips. While unconscious, you can not use your spellbook, you can not take bonus actions or reactions, you can not take the dash, disengage, or hide actions, and you have disadvantage on Dexterity (Stealth) checks and both Strength and Dexterity saving throws. Additionally, while you can still listen to and recognize all sounds while unconscious, you can not understand any spoken language.

Arcane Lullaby

Also starting at 2nd level, as an action, you can attempt to put a creature you can see within 30 feet to sleep. If the creature can hear you, and its current hit points are equal to or less than (1d6 + your Intelligence modifier) x your Wizard level, the creature falls unconscious for an amount of minutes equal to half of your proficiency bonus (rounded down), or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren’t affected by this spell. If the creature is willing, the spell automatically succeeds.

You can use this feature an amount of times equal to your proficiency bonus, or by expending a spell slot of 1st level or higher. You can not use this feature while unconscious, or if you do not have access to your spellbook.

Dream Sharing

Starting at 6th level, when you are within 5 feet of an unconscious creature, you can choose to magically transport your consciousness into the mind of the unconscious creature. The target creature must make a Wisdom saving throw against your Spell Save DC, and on a failed save, you become unconscious (if you were not already), and enter into the dreamscape of the target creature. This dreamscape is similar to the ethereal plane, and while within this dreamscape, you and the target creature can perceive all other creatures within 60 feet of you both. You both also can not move further than 120 feet from your unconscious bodies. When you or the target creature attack each other, the damage dealt is always treated as psychic damage, and taking damage in this way will not cause either of you to wake up.

As an action while disengaged, you can choose to leave the dreamscape, and both you and the target creature retain any damage you take while in the dreamscape. If the target creature would wake up while you are in the dreamscape, you are forced out. Whenever you leave the dreamscape, you can choose whether or not to end the unconscious condition on yourself, if the condition was imposed on you by this feature, or if the condition was imposed on you by a creature who can not maintain the condition (potentially because they are unconscious, dead, lost concentration, etc).

While in the dreamscape, you gain the following benefits:

  • Your armor class increases by an amount equal to your proficiency bonus if you are wearing light armor, or are unarmored. Your armor class can not be increased beyond 16 from this effect.
  • You have advantage when attacking the target creature in the dreamscape.

Well-Resting

Starting at 10th level, whenever you take a rest, you extend your arcane recovery to those who you are resting with. Once per long rest, when your party takes a short rest, each creature of your choice other than yourself that is taking rest regains an amount of expended spell slots, rages, bardic inspiration, lay on hands hit points, and sorcery points equal to 1/4th of your Wizard level (rounded up). The spell slots recovered can not be of 6th level or higher. This effect can not stack with other oneirology wizards that have this feature.

Whenever your party takes a short or long rest, each creature of your choice (including yourself) can gain temporary hit points equal to twice your proficiency bonus.

Subconscious Relay

Starting at 14th level, you gain the ability to subconsciously read the thoughts of those around you. When within 10 feet of a creature, you can use your action to tap into their thoughts. You must be in the same plane of existence as the target creature, and 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. As a bonus action on each subsequent turn, you can keep this effect up for a longer duration, and if you do not, then this effects ends. While within the dreamscape, the range of this feature becomes 60 feet if the target creature is also within the dreamscape.

For the duration, you learn the target creature's surface thoughts, the creature has disadvantage on attacks against you, and you gain resistance to psychic damage that the target creature deals. You can use this feature an amount of times equal to your proficiency bonus, or by expending a spell slot of 3rd level or higher. You can not use this feature while unconscious, or if you do not have access to your spellbook.

 

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