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
You dream of a wall, infinite in majesty. Choose an
unoccupied space that is up to 10 feet high, 10 feet wide, and
one foot thick. A dreamscape wall 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
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
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 light counts as natural sunlight, and casts bright light
in a 50-foot radius, and dim light in an additional 50-foot
radius beyond that. The light lasts for one minute or until you
dismiss it as a bonus action.
Enchantment
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.
Evocation
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
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
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
You dream of a world, strange and familiar. Choose a number
of 5-foot cubes within 30 feet of you equal to the level of the
spell cast. 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.
The End of Sleep
At 14th level, you have encountered the dreams of a powerful
entity, and have learned the secrets of the universe from its
ancient mind. This creature could be the Keeper of the Depths,
or another eldritch being from beyond the stars. Regardless
of its nature, it has offered you power over your dreams in
exchange for sacrifice.
When you cast a spell of 6th level or higher using a spell slot,
you can choose to recover all expended uses of your Upon the
Veil of Night feature. When you do this, you must choose one
humanoid creature within 60 feet of you that you can see. If
there are no targets available, you must choose to be the target
yourself. The target must make a Wisdom saving throw. If
they fail, the eldritch entity feasts upon their mind, inflicting
8d10 psychic damage. If they are slain by this damage, their
body is consumed and they vanish into the dreamscape,
leaving only magical items behind.
Once you use this feature, you can’t do so again until you
finish a long rest.
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