Wizard: Oneiromancer
Original Source: ROYal Brews
The need to rest and sleep is an essential need for nearly every living creature. Be it in the woods, in a cozy inn, or in the deepest corners of the world, one can find a place to sleep the night away. Wizards who study this field of life learn to manipulate what makes others drowsy and can even call upon objects from their dreams into reality.
Sleep Expert
2nd-level Oneiromancer feature
You have gained a stronger control over your sleep. You gain the following benefits:
- You can't be forcefully put to sleep.
- You can fall Unconscious as an Action, and can wake up on your own accord (no action required). While you are Unconscious, you are aware of your surroundings, and are immune to psychic damage.
- Creatures don't have Advantage on attack rolls against you, nor score a critical hit on a hit, due to you being Unconscious.
Instill Drowsiness
2nd-level Oneiromancer feature
You can instill great drowsiness into specific creatures. You gain the sleep spell as a Signature Spell, and it doesn't count against the number of Signature Spells you can have. You can cast it without expending a spell slot a number of times equal to your proficiency bonus instead of only once. When you do this, you may use additional uses to cast the spell at a higher level. Alternatively, when you cast sleep with mana, you may expend these uses to increase the spell's level without spending additional mana. You regain all expended uses when you finish a long rest. You can also use your Arcane Recovery feature to regain these expended uses at a cost of 1 mana per use.
When you cast sleep, you choose which creatures within the area are affected by the spell, and in what order they are affected.
Dream Reading
6th-level Oneiromancer feature
You can touch an unconscious creature to try and divine meaning from their dreams. When you do, you fall Unconscious and enter into their dreams. You choose if you are visible or invisible to the dreamer and entities within the dream. Unless otherwise stated, you have no special abilities to control the dream.
As a part of using this ability, you can cast one of the following spells without spending mana and without material components, even if the spell is not in your spellbook. The spell counts as a Wizard spell when you use it in this way. You can cast more powerful spells when you gain certain levels in this class.
- 6th - augury, detect thoughts
- 7th - divination
- 9th - commune, contact other plane, dream, legend lore, scrying
- 11th - find the path
- 15th - telepathy
When you cast these spells, the targets and subjects of the spells must pertain to the dream. For example, divination must involve the subjects of the dream, contact other plane may speak with entities within or associated with the dream, and scrying can only be used on creatures or locations that appear within the dream. Alternatively, the dream spell allows you to commandeer the dreamscape, with yourself as the messenger.
You can leave the dream by waking up, though you also leave the dream if the target wakes up as well. When you leave the dream, any spell you cast ends.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Protection Against the Night
10th-level Oneiromancer feature
You can ensure safe sleep for those around you. Upon starting a long rest, choose a number of creatures you can see equal to half your Wizard level. Until the end of this long rest, these creatures (including yourself) gain the following benefits:
- They are treated as Invisible to any creatures but those affected by this feature.
- While Unconscious, the first instance of damage each of them take is halved, and critical hits against them become normal hits.
- Each creature treats their space as comfortable and dry, regardless of the weather around them.
- Their long rests are not interrupted by combat.
- You know when you or any of these creatures are affected by a dream spell or similar ability. You know who cast the spell, and may choose to either appear in the dream as well, or make yourself the target instead.
Sandman
14th-level Oneiromancer feature
You have obtained a greater control over sleep.
- When you cast a spell that forces creatures to make an Intelligence, Wisdom, or Charisma saving throw, you can choose to cause one creature that failed the saving throw to fall asleep as if affected by the sleep spell.
- Your sleep spells now last for up to 8 hours.
- Any time a creature affected by your sleep spell would be awoken, they must succeed a Wisdom saving throw against your spell save DC or remain Unconscious.
- When you would bring a creature to 0 hit points, you can choose to have them be stable when falling Unconscious.