Oneiromancy
Subclase de Wizard
Zamanora: Ballad of the Witch p. 114 (Homebrew)
- Nivel
- 3
Descripción
Oneiromancers are individuals that derive meaning from dreams, sought after for their precious counseling and guidance through life's many crucibles. The power of this ancient craft extends beyond the ability to foretell one's fate; powerful Oneiromancers can traverse the boundaries of the dreamscape, bringing forth lucid dreams and dreadful nightmares into the waking world.
Rasgos
Oneirocritica Nivel 3
You can interpret the meaning behind your dreams and divulge prophetic signs for your imminent future. At the end of a Long Rest, roll a d10 on the Oneirocritica Signs table presented below. The result indicates the interpretation of your most recent dream. This interpretation grants you a benefit that will aid you throughout the day and lasts until you complete a Long Rest.
Oneirocritica Signs:
| d10 | Interpretation | Effect |
|---|---|---|
| 1 | You will meet the challenges ahead prepared | You have Advantage on your Initiative checks |
| 2 | You will discover a hidden talent of yours | You gain proficiency on a skill of your choice |
| 3 | You will find clarity in a troubling situation | When you fail a saving throw, you may reroll the die once and you must use the new roll |
| 4 | Fortune favors you | When you roll a 1 on the d20, you may treat it as a 10 |
| 5 | The gods watch over you | You gain a bonus to your AC equal to half your Proficiency Bonus |
| 6 | The road ahead is woeful, but you will persevere | You gain Resistance to one damage type of your choice |
| 7 | Your health may take a turn for the worse | You gain Temporary Hit Points equal to twice your level |
| 8 | Keep your loved ones close, or tragedy will befall you | While within 5 feet of an ally, you gain Immunity to the Frightened condition |
| 9 | You must outrun the darkness, lest it consumes you | Your Speed increases by 10 feet |
| 10 | Your hard work will pass unnoticed | Whenever you roll a 1 on a d20 Test, you have Advantage on your next d20 Test |
When you reach level 6, you grow capable of discerning the ominous signs that are hidden in the dreams of others. Upon finishing a Long Rest, you can interpret the dreams of a number of willing creatures up to your Proficiency Bonus that have also finished a Long Rest within 30 feet of you, including yourself. Each of these creatures then rolls a d10 on the Oneirocritica Signs table and gains the corresponding benefit for the day.
Hypnopedia Nivel 3
Choose one Wizard spell from the Divination school or Illusion school, which is no higher than level 2, and add it to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination or the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots. Whenever you finish a Long Rest, you may replace a spell learned this way with another Divination or Illusion spell of the same level.
Blissful Reverie Nivel 6
You may touch a willing creature at the beginning of its Short Rest and induce it with pleasant dreams. The creature falls asleep in a hypnotized state of elation for the duration of its rest. Upon finishing a Short Rest in this way, a creature gains the following benefits:
Dreamlike Recovery. If the creature has the Spellcasting feature, it gains the effects of your Arcane Recovery feature (according to your Wizard level).
Well Rested. If the creature spends Hit Dice for the purpose of regaining Hit Points, it forgoes rolling them and regains the maximum amount instead.
Once you have used this feature once, you cannot use it again until you roll a 1 to 5 on the Oneirocritica Signs table.
Waking Nightmare Nivel 10
You learn how to weave an apparition of your own nightmares and unleash it into the world. By using a Magic Action, you can cause a horrific illusion to appear in an unoccupied space within 15 feet of you. The illusion must resemble a creature and its size can be no larger than Large. The illusion includes sound, temperature, and other stimuli. It is active for the next minute or until you fall Unconscious. This feature has no effect on Undead or Constructs. At the end of each of your turns after the illusion appears, each creature within 5 feet of it makes a Wisdom saving throw against your spell save DC, suffering the effects of Phantasmal Killer on a failed save. While the illusion is active, you can use a Bonus Action on your turn to move it up to 20 feet. A creature rationalizes any illogical outcomes from interacting with the illusion, but it can use its Action to disbelieve it with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the creature realizes that the illusion is not real. The illusion then dissipates for the creature and any effects caused by it end on itself, yet every other creature in the area that has not succeeded on the same check can still perceive it. Once you have used this feature once, you cannot use it again until you roll a 6 to 10 on the Oneirocritica Signs table.
Gates of the Dreamworld Nivel 14
You are perpetually torn between the material world and the world of dreams, while your mind adapts into a state of constant awareness which manifests into reality. While you have the Unconscious condition, you may project a lucid apparition of yourself that hovers 5-feet over you. The apparition is intangible and cannot be interacted with. While the apparition is active, you can perceive your surroundings as if you were conscious. In addition, you can cast spells and use your Oneiromancer features normally, though they originate from the apparition. Spells that have a range of Self still target your physical form. You cannot cast spells that require material components in this way. The apparition dissipates as soon as you regain consciousness or die. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot or higher (no action required).