Note: this class was made based on the cosmology I'm using for my campaign. One of the planes is the plane of dreams, which is known for having both time and space being very fluid. Because of this, the plane is especially suited for divination and teleportation magic. The plane also has a bunch of aberrations living on it. Teleporting more than a few hundred feet risks a chance of encountering one on the way to the destination, and any divination spell with a range greater than long needs to be cast from this plane to work.
That being said, I created this class to be a sort of dream/divination/teleportation/time mage. It will fulfill a role of a rogue/specialist caster.
Oneiromancer“I told you that would happen.”An oneiromancer is an arcane caster who focuses on magic from the dream plain; mainly divination, teleportation, and dream magic. He is gifted at seeing a moment into the future and stepping briefly back in time to avoid calamity. His foresight makes him capable of dealing well-placed strikes and generally being in the right place at the right time.
The Oneiromancer Hit Die: d8Level BAB Fort Ref Will Special
Save Save Save
________________________________________________________________________________
1 +0 +0 +2 +2 Focus, anticipation
2 +1 +0 +3 +3 Sneak attack +1d6, focused precision
3 +2 +1 +3 +3 Evasion, perform under pressure
4 +3 +1 +4 +4 Hop back
5 +3 +1 +4 +4 Improved meditation, uncanny dodge
6 +4 +2 +5 +5 Sneak attack +2d6, short hop
7 +5 +2 +5 +5 Glimpse of madness, penetrating perception
8 +6 +2 +6 +6 Improved focused precision, distant divinations
9 +6 +3 +6 +6 Improved uncanny dodge, improved short hop
10 +7 +3 +7 +7 Sneak attack +3d6, improved perform under pressure
11 +8 +3 +7 +7 Improved evasion
12 +9 +4 +8 +8 Improved teleportation
13 +9 +4 +8 +8 Improved hop back
14 +10 +4 +9 +9 Sneak attack +4d6
15 +11 +5 +9 +9 Improved distant divinations
16 +12 +5 +10 +10 Hijack teleportation
17 +12 +5 +10 +10 Supreme evasion
18 +13 +6 +11 +11 Sneak attack +5d6
19 +14 +6 +11 +11 Supreme short hop
20 +15 +6 +12 +12 Glimpse of the future
________________________________________________________________________________
Skill Points: 4 + Int modifier per level, x4 at 1st level.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Class FeaturesYour class features focus on dreams, meditation, and the manipulation of space and time.
Weapon and Armor Proficiency: Oneiromancers are proficient with simple weapons, but not with armor or shields.
Spells: The oneiromancer is able to cast magical spells. At 1st level, he learns all 0-level spells on his spell list, and learns new spells of other levels based on the table below. Upon reaching 2nd level, and every level after that, the oneiromancer can choose to learn a new spell in place of one he already knows. In effect, he "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. He may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. To cast a spell, the oneiromancer needs to have a Wisdom score of 10 + the spell's level. The Difficulty Class of any spell cast by his is 10 + the spell's level + his Wisdom modifier.
The oneiromancer does not prepare spells from slots like many other casters. Instead, he uses his internal focus (see below) to harness his magical abilities. This means that he cannot prepare or spontaneously cast spells with metamagic feats by using a higher spell slot.
So long as he has at least one point of focus, he can cast a 0-level spell for free. he may cast his highest two levels of spells known for two points of focus, and all other spells for one point. For example: a 7th level oneiromancer would cast his 3rd and 4th level spells for two points of focus, his 1st and 2nd spells for one point, and his 0-level spells for free.
Spells known:Level 1 2 3 4 5 6 7 8 9
_________________________________________
1 6 - - - - - - - -
2 7 - - - - - - - -
3 7 5 - - - - - - -
4 8 6 - - - - - - -
5 8 6 5 - - - - - -
6 8 7 6 - - - - - -
7 9 7 6 5 - - - - -
8 9 8 7 6 - - - - -
9 9 8 7 6 5 - - - -
10 10 8 8 7 6 - - - -
11 10 9 8 7 6 4 - - -
12 10 9 8 8 7 5 - - -
13 10 9 9 8 7 5 4 - -
14 10 10 9 8 8 5 5 - -
15 10 10 9 9 8 6 5 4 -
16 10 10 10 9 8 6 5 5 -
17 10 10 10 9 9 6 6 5 4
18 10 10 10 10 9 7 6 5 5
19 10 10 10 10 9 7 6 6 5
20 10 10 10 10 10 7 7 6 6
_________________________________________
Focus (Ex): An oneiromancer gains a number of points of focus equal to one third his level, plus his Wisdom bonus (minimum 1), plus two. He may attempt to regain a point of focus by making a DC 15 Concentration check as a full-round action. He gains one extra point of focus for each 5 points he exceeds the DC. He may alternately attempt a DC 20 Concentration check as a
move action.
Note that he may not regain focus when stopping time, such as with
Temporal Acceleration or
Time Stop.
Anticipation (Ex): So long as the oneiromancer has at least one point of focus, he can see a fraction of a second into the future. Because of this, he adds his Wisdom bonus (if any) as an insight bonus to his Armor Class. Every three levels, his insight bonus to AC increases by +1.
He does not add this bonus any time he is immobilized or helpless. he loses this benefit any time he is wearing armor, using a shield, or carrying more than a light load.
Sneak Attack (Ex): At 2nd level, the oneiromancer's ability to see slightly into the future improves, allowing his to exploit openings in combat. He gains the ability to use sneak attack as a rogue (PHB 50), albeit at a slower progression.
Focused Precision (Ex): At 2nd level, the oneiromancer may spend a point of focus as a swift action. If so, the next opponent he strikes this round is denied their Dexterity bonus to Armor Class against his first attack.
Evasion (Ex): At 3rd level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Evasion (PHB 50).
Perform Under Pressure (Ex): At 3rd level, the oneiromancer may spend a point of focus as an immediate action to take 10 on a skill check, even when he would not normally be able to. In addition, he gains a +2 competence bonus to the check.
Hop Back (Su): At 4th level the oneiromancer may spend a point of focus as a swift action to teleport to any square he was in this round or the last. He may not teleport to a square further away than Close range (25' + 5'/2 levels). This is a [teleportation] effect and does not require line of effect to his new location.
Improved Meditation (Ex): At 5th level, the oneiromancer becomes better at traveling to Oneirus through meditation. He does not need to make a Wisdom check each hour to be able to wake up; he is always aware his mind is in Oneirus. Anyone meditating with the oneiromancer may also wake up at will, so long as they are within 30 feet of him in Oneirus and can communicate with him.
If his mind is killed in Oneirus while meditating, he may immediately attempt a DC 20 Will save to wake up, avoiding having his body die and his mind become trapped.
Uncanny Dodge (Ex): At 5th level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Uncanny Dodge (PHB 50).
Short Hop (Su): At 6th level, the oneiromancer may spend a point of focus to teleport to any location within Close range, as a standard action. This is a [teleportation] effect and does not require line of effect to his new location.
Glimpse of Madness (Ex): At 7th level, the oneiromancer no longer gains madness for spending time on Oneirus. In addition, any time he makes a Will save to avoid gaining madness, he gains a +4 bonus to the saving throw.
Penetrating Perception (Su): At 7th level, for a point of focus, the oneiromancer may make a Perception check as a full-round action to observe things past solid barriers. It costs one point of focus per round. This ability is blocked by any material and thickness that would block Detect Evil (PHB 218).
Improved Focused Precision (Ex): At 8th level, the oneiromancer's Focused Precision ability applied to all attacks he makes this round.
Distant Divinations (Ex): At 8th level, the range of the oneiromancer's Divination spells increase. Any spell with a range category (Close, Medium, or Long) increases up to the next category. A range that was originally Long increases to one mile per level. All other numeric ranges double. In addition, any Divination with a cone-shaped area becomes an emanation centered on the caster.
Improved Uncanny Dodge (Ex): At 9th level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Improved Uncanny Dodge (PHB 50).
Improved Short Hop (Su): At 9th level, the oneiromancer may use his Short Hop ability as a move action. Alternately, he may teleport to any location up to Medium range (100' + 10'/level) as a standard action.
Improved Perform Under Pressure (Ex): At 10th level, the oneiromancer may use his Perform Under Pressure ability for saving throws as well as skill checks.
Improved Evasion (Ex): At 11th level, so long as the oneiromancer has at least one point of focus, he gains the benefits of Improved Evasion (PHB 51).
Improved Teleportation (Ex): At 12th level, the oneiromancer becomes more skilled at teleporting. Any time he rolls a percentage chance to see if he is on target or if he encounters an aberration, he may roll twice and take either result.
Improved Hop Back (Su): At 13th level, when the oneiromancer uses his Hop Back ability, he may teleport to a square up Medium range away.
Improved Distant Divinations (Ex): At 15th level, the range of the oneiromancer's Divination spells increase even further. Each spell with a range category increases to the next category a second time, as described in Distant Divinations. A spell that's range was already increased to one mile per level is increased to one hundred miles per level. All other numeric ranges are multiplied by five, on top of the previous doubling (to ten times their original range).
Hijack Teleportation (Su): At 16th level, so long as the oneiromancer has at least one point of focus, he may affect the teleportation of others. He may direct any [teleportation] effect that starts or ends within Long range (400' + 40'/level) of himself to instead arrive at any location he chooses within Long range. Each affected creature may attempt a Will save (DC 10 + ½ the oneiromancer's level + his Wisdom modifier) to negate this effect. He must be aware of the teleportation to use this ability. This is a [teleportation] effect and does not require line of effect to the new location.
Supreme Evasion (Ex): At 17th level, whenever the oneiromancer makes a Reflex save to take half damage, he takes half damage on a natural 1 and no damage otherwise.
Supreme Short Hop (Su): At 19th level, when the oneiromancer uses his Short Hop ability, he may teleport to any location in Close range as a swift action, to Medium range as a move action, and to Long range as a standard action.
Glimpse of the Future (Ex): At 20th level, the oneiromancer and any allies within 30 feet gain an insight bonus to Initiative checks equal to his Wisdom bonus (if any).
Oneiromancer Spell ListLevel 0:
Daze
Detect Magic
Detect Poison
Know Direction
Light
Message
Prestidigitation
Read Magic
Resistance
Touch of Fatigue
Level 1:
Alarm
Benign Transposition SC
Comprehend Languages
Critical Strike SC
Detect Chaos/Evil/Good/Law (gained as one spell known)
Detect Secret Doors
Detect Undead
Expeditious Retreat
Expeditious Retreat, Swift SC
Guided Shot SC
Identify
Precognition XPH
Restful Slumber HoH
Sleep
Sniper's Shot SC
True Strike
Level 2:
Alarm, Greater SC
Baleful Teleport XPH *
Baleful Transposition SC
Clairvoyant Sense XPH
Daze Monster
Detect Thoughts
Dimension Hop PHBII
Locate Object
Misdirection
Object Reading XPH
Obscure Object
Phantasmal Assailants SC
Scattering Trap PHBII
See Invisibility
Sensitivity to Psychic Impressions XPH
Sure Strike PHBII
Level 3:
Analyze Portal SC
Anticipate Teleportation SC
Arcane Sight
Blink
Clairaudience/Clairvoyance
Deep Slumber
Dimension Step PHBII
Dispel Magic
Fate Link XPH
Haste
Nondetection
Ray of Exhaustion
Regroup PHBII
Slow
Telepathic Bond, Lesser SC
Time Hop XPH
Tongues
Level 4:
Arcane Eye
Assay Spell Resistance SC
Confusion
Detect Scrying
Dimensional Anchor
Dimension Door
Dream Walk HoH
Know Vulnerabilities SC
Locate Creature
Manifest Desire HoH
Manifest Nightmare HoH
Modify Memory
Phantasmal Killer
Remove Curse
Scrying
Level 5:
Blink, Greater SC
Break Enchantment
Contact Other Plane
Dimension Door, Greater SC
Dimension Shuffle PHBII
Dismissal
Dream
Dreaming Puppet HoH
Mordenkainen's Private Sanctum
Nightmare
Plane Shift
Sending
Symbol of Sleep
Telepathic Bond
Teleport
Waves of Fatigue
Zone of Respite SC
Level 6:
Analyze Dweomer
Anticipate Teleportation, Greater SC
Aura of Evasion SC
Dispel Magic, Greater
Dream Casting SC
Dream Sight HoH
Legend Lore
Interplanar Telepathic Bond SC
Precognition, Greater XPH
Probe Thoughts SC
Seal Portal SC
Temporal Acceleration XPH
True Seeing
Level 7:
Arcane Sight, Greater
Banishment
Fate of One XPH
Hiss of Sleep SC
Insanity
Phase Door
Symphonic Nightmare SC
Teleport, Greater
Teleport Object
Vision
Waves of Exhaustion
Level 8:
Dimensional Lock
Discern Location
Hypercognition XPH
Mind Blank
Moment of Prescience
Plane Shift, Greater SC
Screen
Symbol of Insanity
Teleportation Circle
Time Hop, Mass XPH
Level 9:
Eye of Power SC
Foresight
Gate (travel, only)
Hindsight SC
Metafaculty XPH
Programmed Amnesia SC
Timeless Body XPH
Time Regression XPH
Time Stop
Weird
HoH - Heroes of Horror
PHBII - Players Handbook II
SC - Spell Compendium
XPH - Expanded Psionics Handbook
* 1d6 damage per level (max 10d6), one target per 3 levels.