Base Class: Wizard
The Dreamscape
Individuals who learn the art of lucid dreaming and are gifted with arcane talents often discover the method for creating a personal world within the dream, known among them as the dreamscape. This place is often fantastical and strange, filled with the unconscious thoughts and hidden desires of the dreamer who created it.
Individuals who study this process and map their dreamscapes while seeking to make them precise and exacting are known as dream cartographers. Their magic takes on strange properties because of this practice, and flashes of their dreamscape appear upon the world with each spell they cast.
Dreamscape Spellbook
When you choose this tradition at 2nd level, you develop a peculiar memorization technique. Whenever you are in darkness, you can access your dreamscape spellbook, which is a mental construct that you’ve created to aid in your understanding of the spells you learn. When you are inscribing a spell into your physical spellbook during a long rest, you can choose to also inscribe the spell into your dreamscape spellbook without cost. You can copy down spells from your dreamscape spellbook into a physical spellbook in half the time it would normally take you to copy a spell.
Upon the Veil of Night
Also at 2nd level, you learn to use your spellcasting to call forth fragments of your dreamworld into reality. Whenever you cast a spell of 1st level or higher using a spell slot, you can use a bonus action to create an effect based on the school of the spell you cast. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and recover these uses whenever you finish a long rest.
Abjuration (Wall)
You dream of a wall, infinite in majesty. Choose an unoccupied space within 5 feet of you. A dreamscape wall that is up to 10 feet high, 10 feet wide, and one foot thick appears in the location that lasts until the end of your next turn. The wall has hit points equal to your Intelligence modifier plus your wizard level, minimum 1, and AC 10.
Conjuration (Portal)
You dream of a portal to faraway lands. Choose an unoccupied space within 5 feet of you. A portal appears in this space that lasts until the start of your next turn. Whenever you or another creature enters the portal, they teleport to an unoccupied point of your choosing within 20 feet of the portal, determined by you when they enter.
Divination (Light)
You dream of a star, shining above the world. A radiant light appears at a location of your choosing within 30 feet of you. This casts bright light in a 50-foot radius, and dim light in an additional 50-foot radius beyond that. Inside the bright light, things that are normally invisible give off a slight aura. The light lasts for one minute or until you dismiss it as a bonus action.
Enchantment (Pull)
You dream of a beautiful landscape. One creature of your choosing within 30 feet of you must make a Wisdom saving throw. If they fail, they are charmed during their next turn, and will move directly towards you by the safest open route. If there is some obvious danger too wide for them to get around (for instance a pool of lava), they will stop on the other side of the danger, as close to you as possible. They can still attack your allies during that turn.
Evocation (Prone)
You dream of a great cataclysm. Choose one creature targeted by your spell or a creature within 30 feet of you. That creature must make a Strength saving throw or be knocked prone.
Illusion (Obscure)
You dream of a maze of mirrors and mist. You become heavily obscured until the start of your next turn, but you can see clearly from inside the fog.
Necromancy (Damage)
You dream of a grave, standing open. Choose a creature within 20 feet of you. The target must make a Wisdom saving throw. If they fail, the next time they take damage from a weapon attack, they also take additional necrotic damage equal to your wizard level.
Transmutation (Terrain)
You dream of a world, strange and familiar. Choose four 5-foot cubes within 30 feet of you. These cubes become difficult terrain for one minute.
Descent into the Depths
Starting at 6th level, you learn to drag others with you into your dreams. Whenever you cast a spell of 1st level or higher while you have access to your dreamscape spellbook, you can choose to touch a willing creature within your reach as a bonus action. Both of you enter a harmless dreamscape until the end of your next turn, reappearing at a location of your choosing within 30 feet of the point of your departure. You cannot use actions or take damage while in this dreamscape. If you cannot reappear at the point you chose, you are shunted to the nearest open location and take 10 force damage.
In the Place Beyond
At 10th level, your dreams come to you even in your waking moments. You can now access your dreamscape spellbook while you are in either dim light or darkness.
Additionally, you can choose to cast spells as though you were located at any point that you can see within 15 feet of your current location, provided that location is within dim light or darkness.
Vicious Nightmare
At 14th level, you have learned how to manipulate the dreams of others. As an action you can attempt to drag a creature within 60 feet of you into a dreamscape of their own nightmares. They must make a Wisdom saving throw. If they fail, they fall unconscious until they take damage from another source or you fail to use a bonus action to extend the duration. While unconscious, nightmarish visions fill their mind, dealing 2d6 psychic damage at the start of their turn and restoring one point of Upon the Veil of Night to you. While asleep, they are lightly obscured by strange fog, vaguely mimicking the nightmare realm. If they succeed in their save, they cannot be targeted by this again for 24 hours.
After successfully putting a creature unconscious with this feature, you can't use it again until you finish a long rest.
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Posted Apr 27, 2019I love this homebrew, thanks for posting. The ability to add effects based on school is awesome, and I think balanced with the action point economy you work into it for balance.