Oneiromancer
As an oneiromancer, you have ready access to the Dreamland, a place formed by dreamers long ago that now persists as a warped mirror of the mortal world. Dreamers populate the Dreamland, their minds cast into places of their imagination that might correspond to those in the real world or not. Most dreamers relive memories of past situations, or experience circumstances they anticipate or scenarios created from the darkest parts of their minds.
Whenever you sleep, your mind enters the Dreamland as normal, but rather than being shackled to your dreams, you can move about the Dreamland and observe the dreams of people who sleep near your sleeping body. Ordinarily, you cannot interfere with these dreams, but you might divine interesting information from them as the Sage decides.
Level 7 Oneiromancer
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Oneiromancy, Spells: One master
Dream Walker (Magical): You can perform a ritual to cast your mind into the dreamlands. When you finish, you fall prone and become asleep, while your dreaming self sits up from your body, stands up, and can move around freely. The dreamlands resemble the world in which you used this talent, but everything appears hazy and indistinct. The dreamlands also mute sounds, so that shouts and loud noises sound like normal speech, while normal speech sounds like whispers. Whispers become inaudible to you. While in the dreamlands, no waking creature notices you and nothing you do can affect waking creatures. You might encounter other dreaming creatures at the Sage’s discretion, in which case you can interact with them normally, and such creatures make use of their full capabilities and any equipment they have in the waking world. For more information on the dreamlands, see the Oneiromancy tradition. You can wake yourself at any time (no action required). Time spent using this talent does not count as resting. Once you use this talent, you lose access to it for 24 hours.
Dreamless Sleep (Magical): You can use an action to put a creature to sleep. Target one creature you can see. Roll 5d6. If the sum of the dice rolled equals or exceeds the target’s Health score, it falls prone and becomes unconscious for 3d6 hours or until harmed. Otherwise, the target becomes immune to this talent for 24 hours.
Level 8 Oneiromancer
Health: +6
Spells: One master
Dream Intruder (Magical): You can use a reaction when you cast an Oneiromancy spell. Target one creature you can see within 10 yards. Make an Intellect roll against the target’s Will. On a success, you disappear, having entered the target’s body, where you become immune to harm except harm suffered from this talent and are imperceptible by ordinary means.
The only action you can perform while inside the target’s body is to exert control over it. Make a Will roll against the target’s Will. On a success, the target becomes controlled by you until the start of your next turn. On a failure, you lose 1d6 Health.
You can remain inside the target’s body for as long as you wish. The target can use an action to make a Will roll to overcome this effect. If you end this effect or the target forces you out, you reappear inside an empty space of your choice nearest to the target.
Finally, if the target dies while you are inside its body, make a Will roll. On a success, you reappear in an empty space as described above. On a failure, you appear, prone, in an empty space of the Sage’s choice, with a damage total equal to your Health score.
You can use this talent three times. You regain expended uses of it after you rest.
Level 10 Oneiromancer
Health: +6
Spells: One master
Nightmarish Recall (Magical): You can use an action to bring a creature’s nightmares to life. Target one creature you can see. Make an Intellect roll against the target’s Will. On a success, the target loses 4d6 Health and becomes frightened of you for 1 minute. The target can overcome the affliction with a successful Will roll. On a critical success, the target also falls prone and drops whatever it is holding. On a failure, or as soon as the target overcomes its fear of you, it becomes immune to this talent for 24 hours.