Somnomancer (5e Subclass)

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Somnomancer[edit]

Wizard Subclass

Often looked down upon by other wizards as lazy idiots little better than sorcerers, somnomancers are wizards that focus on the development of their unconscious minds during periods of peace and rest for better functioning during their waking hours. Yes, this does mean they operate best with multiple naps and a full night’s sleep, leading to the derision. Despite this limitation, generally lacking any flashy abilities beyond a greater mastery of spells related to sleep, and often proving more fragile than even normal wizards, somnomancers can prove versatile mages with a magical stamina earned though rest and relaxation. Of minor notes, somnomancers go from rare to practically unheard of amongst elves and other species that do not sleep, understandably, and, less understandably, their spells effects tend to take the form of spectral sands.

Slumber Scribe

Starting at 3rd level, you can enter a fugue state while resting, letting you do some light paperwork while getting your shuteye. You can copy spells into your spellbook while unconscious or resting. During a long rest, the amount of time required to transcribe a spell into your spellbook is halved.

You add the sleep spell to your spellbook and always have it prepared. It doesn't count against the number of Wizard spells you know, and you can cast it without a material component.

Deep Learning

Starting at 3rd level, you can use your resting mind to construct new knowledge. When you finish a long rest you can gain proficiencies that you don’t have, each one with a skill or tool of your choice. You retain these proficiencies until you finish your next long rest. The number of proficiencies you gain equals your Intelligence modifier (minimum of 1). Whenever you make an ability check using a proficiency you gain from this feature, you can use your Intelligence modifier instead of the ability check’s normal ability score modifier.

When you use your Arcane Recovery feature, you can change one proficiency you gain from this feature to proficiency with a different skill or tool until you finish your next long rest.

Nap Adept

Starting at 6th level, you get more out of a midday rest than most. Increase the combined spell slot levels you can recover with Arcane Recovery by your proficiency bonus. You can now use Arcane Recovery twice during two separate short rests, regaining both uses when you finish long rest. When you use Arcane Recovery, you can also expend hit dice equal to your proficiency bonus to gain expertise with one skill or tool you are proficient with until you complete a long rest.

You add the catnap spell to your spellbook and can cast it as a ritual. After you cast the spell as a ritual once, you can’t do so again until you complete a long rest.

Nightlife

Starting at 10th level, your sleeping mind is free to visit the dreams of others. You can add the dream spell to your spellbook and can cast it as a ritual. After you cast the spell as a ritual once, you can’t do so again until you complete a long rest. When you begin a long rest, you can cast dream on yourself without a spell slot or material components. When cast this way, dream cannot deal damage and if ended early, you continue your long rest without interruption. Time spent in dream’s trance counts as part of your long rest. Additionally, you are immune to damage from the dream spell.

When you target a creature with the dream spell with this feature, you learn to read, write, and understand 1 language of your choice that the creature understands for 24 hours. If you learn a language with this feature every day consecutively for one year, you learn the language permanently.

Dream Big

Starting at 14th level, you can burn your physical stamina in exchange for magical perseverance. When you use your Arcane Recovery feature, you can expend hit dice to increase the combined levels of the spell slots you regain by 1 for each hit die expended. The combined level of the spell slots regained with Arcane Recovery increased by this feature cannot exceed your Wizard level.

Well-Rested

Starting a 14th level, you are fully restored by your nightly and daily periods of corporeal inactivity, though spiritually you might be far more adventurous. When you finish a long rest, you regain all your expended hit dice and gain temporary hit points equal to your Wizard level + your Intelligence modifier. When you finish a short rest, you gain temporary hit points equal to 1d6 + Intelligence modifier.

You add the dream of the blue veil spell to your spellbook. At 18th level, you can also add the astral projection spell to your spellbook. You can cast both of these spells as rituals.After you cast either spell as a ritual once, you can’t do so again until you complete a long rest.


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