Base Class: Wizard
The school of oneiropathy focuses on manipulation and exploitation of dreams using magic. Most common ways oneiropathy is used is by summoning dreams into reality to fight for the caster or having an unconscious person tell you what they are thinking.
Last Breath
At 2nd level when your HP gets knock down to 0 by an enemy attack the enemy must make an intelligence saving throw against your spell save DC or it takes 1d8 plus your intelligence modifier damage on a failed save, on a successful save the creature takes half as much. At 5th level the damage is 2d8, at 10th level it is 3d8 and at 15th level it is 4d8.
Sleep Walk
Beginning at 2nd level, once per short rest when you see a creature that is unconscious or asleep you can make it sleep walk, while it is sleepwalking it is still classified as unconscious, but not prone. The sleepwalking creature cannot take attacks and it will answer any questions asked, generally the answer will be what the creature believes to be the correct answer. If the creature was sleeping it must take constitution saving throws against your spell save DC, on a successful save it wakes up. The Sleep spell is also added to your spell list and is always prepared, it doesn't count against prepared spells and doesn't take up any pages in the spellbook.
Waking Dream
At 6th level three times per long rest you choose a creature within 60 feet, this creature begins hallucinating it's worst nightmare and must make a wisdom saving throw against your spell save DC or take 4d4 psychic damage and be stunned for their next turn, on a successful save the effects won't take effect.
Citadel of the Mind
Once per long rest you can touch an unconscious or sleeping enemy, this creature must make a wisdom saving throw or not be able to wake up for another three hours, if this creature has 0 hp and is healed it will remain unconscious and if it is killed and then brought back to life and the effect hasn't fizzled out it will be unconscious, but stable.
Dreamscape
Starting at 14th level, you can fall choose to fall unconscious while in battle, you are considered stable. When in this special sleep you will have a dream which has a special effect in a 30 ft sphere, to determine the type of dream you will have to roll a d4 and consult the table below. This can only be done once per long rest. This lasts for 1d4 rounds.
| d4 | Dream Type |
|---|---|
| 1 | Nightmare - The area is filled with your worst nightmares, all enemies must make an intelligence saving throw or be considered frightened, while in the sphere it cannot try to lose the frightened status while in the sphere. |
| 2 | Bizarre Dream - The area is filled seemingly random creatures and things, each enemy within the sphere must make a dexterity saving throw or take 2d8 force damage and 1d8 psychic damage, on a successful save it takes no damage. |
| 3 | Omen Dream - The area is filled with visions of the future, attacks against allies in the sphere are at disadvantage and attacks by allies within the sphere are at advantage. |
| 4 | Lucid Dream - You temporarily gain control of your dreams, you get to choose which effect happens. |
Previous Versions
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3/8/2020 5:44:46 PM
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