Prestige Class · Lucid Dreaming, Dream Travel & Oneiric Magic
Oneiromancer — Lucid Dreamer & Walker of Sleeping Worlds
A ten-level prestige path for spellcasters who enter dreams deliberately, remain lucid inside them and learn to reshape dream-reality without losing themselves in it.
An Oneiromancer treats dreaming as a place where will can become technique. The class is not about ordinary sleep or vague prophecy. Its practitioners deliberately enter magical dreams, recognise when dream-reality is being manipulated and learn to act inside it with the same purpose they bring to the waking world.
The prestige path is intentionally specialised. Most of its extra power functions only in a magical dream, dream-realm or supernatural sleep encounter. Outside those situations, the character remains primarily the spellcaster who qualified for the class.
At a Glance
- Role
- Dream explorer, magical investigator, mental defender and full spellcaster.
- Best For
- Players who enjoy symbolic mysteries, dream journeys, altered realities and magic that rewards interpretation.
- How You Qualify
- Advanced spellcasting, strong willpower and proven experience with magical sleep or dream travel.
- How You Enter
- Remain lucid through a dangerous supernatural dream and return with a memory, message or object of meaning that could not have been gained while awake.
- Signature Ability
- Dream Points let the Oneiromancer impose limited changes on dream-reality without granting the same power over the waking world.
- Progression
- Ten levels with full spellcasting progression and dream-specific abilities from Deep Sleep to Unlimited Potential.
What Makes an Oneiromancer Different?
Many spellcasters can put someone to sleep. An Oneiromancer learns what happens after the eyes close. A dream can become a prison, a road, a battlefield, a message or a place where another intelligence is already waiting.
Lucid Dreaming
Remain aware inside supernatural dreams and spend Dream Points to resist or reshape them.
Deep Sleep
Enter a controlled trance without ordinary noise constantly breaking the dream.
Nocturnal Armsmaster
In dreams, imagined weapons and armour become tools the character understands instinctively.
Dreamreader
Study the symbols, emotional pressure and hidden control shaping a dream scene.
Reinforced Self-Image
A stronger sense of identity makes the dream-self harder to destroy or rewrite.
Unlimited Potential
At the height of the path, the normal limit on how quickly Dream Points can be spent disappears.
Can I Build Toward Oneiromancer?
Yes, but the campaign needs supernatural dreams to matter. A character can qualify mechanically in almost any campaign, but the class is worth taking only if dreams, dream spirits, enchanted sleep or oneiric travel actually appear in play.
- Develop Wisdom as well as spellcasting. The class depends on self-awareness and resisting outside influence.
- Learn dream or sleep magic. Sleep, dream-travel effects and similar spells provide the natural route into the path.
- Expect vulnerability while sleeping. Your body remains somewhere in the waking world even when your mind is elsewhere.
- Learn where dreams lead. The Planes of Existence provide natural places for dream realms, spirit roads and supernatural sleep to intersect with the wider cosmology.
Alignment & Behaviour
Any alignment. Lucidity does not determine morality. A compassionate Oneiromancer might rescue sleepers trapped by hostile spirits; another might invade dreams to steal secrets or manipulate fear.
The defining behaviour is self-discipline. An Oneiromancer must distinguish desire from fact, recognise when a dream is responding to emotion and resist the temptation to treat every imagined possibility as truth.
Entering the Path
Training usually begins with controlled sleep, repeated awakening and careful recording of symbols. The final test is more dangerous: the student enters a supernatural dream in which someone or something else can alter the scene and must return while remembering which choices were genuinely their own.
Teachers may be found among diviners, spirit-workers, magical colleges or solitary dream travellers. Master Astrologers read patterns above the sleeping world; Loremasters preserve accounts of recurring dream symbols; and Hermetic Mages may treat dreams as one correspondence between mind, symbol and magic.
Oneiromancer Rules by Edition
Choose the tab for your campaign. Dream abilities function only in magical dreams, dream realms or supernatural sleep encounters unless a feature explicitly says otherwise.
Oneiromancer — 5.5e / 2024
Prerequisites
- Character Level: 5th level or higher.
- Spellcasting: Ability to cast at least one 3rd-level spell.
- Wisdom: 15 or higher.
- Skill: Proficiency in Insight or Arcana.
- Dream Magic: You know, prepare or have successfully used a spell or ritual that causes magical sleep, carries a message through dreams or allows dream travel.
- Special: You have remained lucid through a hostile supernatural dream.
Hit Point Die: d6 per Oneiromancer level. Hit Points per Level: 1d6 (or 4) + Constitution modifier. Proficiencies: No new armour, weapon or saving throw proficiencies.
| Level | Features | Spellcasting |
|---|---|---|
| 1 | Lucid Dreaming, Deep Sleep | +1 qualifying class |
| 2 | Nocturnal Armsmaster | +1 qualifying class |
| 3 | Dream Reserve +2 | +1 qualifying class |
| 4 | Dreamreader | +1 qualifying class |
| 5 | Dream Reserve +2 | +1 qualifying class |
| 6 | Reinforced Self-Image | +1 qualifying class |
| 7 | Dream Reserve +2 | +1 qualifying class |
| 8 | Stream of Consciousness | +1 qualifying class |
| 9 | Dream Reserve +2 | +1 qualifying class |
| 10 | Unlimited Potential | +1 qualifying class |
Spellcasting
Choose one spellcasting class that qualified you for Oneiromancer. Each Oneiromancer level counts as a level in that class for its Spellcasting feature: spell slots and the number and level of spells you can prepare or know advance normally. You gain no other class or subclass feature from the qualifying class.
Lucid Dreaming
Your Dream Point maximum equals 2 + your Proficiency Bonus + your Wisdom modifier, minimum 1. You regain all spent Dream Points when you finish a Long Rest. At 3rd, 5th, 7th and 9th Oneiromancer level, increase the maximum by 2.
You can spend Dream Points only while participating in a magical dream, supernatural sleep encounter or dream realm. Before 10th level you cannot spend more Dream Points during one turn than your Proficiency Bonus.
- Focused Self — 1 point. After you make a d20 Test in a dream but before the outcome is declared, add 1d4 to the roll.
- Dream Step — 1 point. As a Bonus Action in a dream, teleport up to 20 feet to an unoccupied space you can see within the same dream scene.
- Manifest Tool — 2 points. As a Magic Action, create one mundane object that fits inside a 5-foot Cube. It exists only in the dream and disappears after 10 minutes or when you leave the dream.
- Stabilize Spellcasting — 1 point. When a dream effect would randomly alter, redirect or distort a spell you cast, spend 1 point to have the spell use its normal rules instead.
Deep Sleep
You can spend 1 minute entering a controlled trance. Your waking body is Unconscious, but ordinary sound does not wake you. You wake immediately if you choose to do so, if your waking body takes damage, or if an effect specifically wakes a sleeping creature. While your mind is inside a magical dream, you act there normally.
Nocturnal Armsmaster
At 2nd level, while in a magical dream you are proficient with all weapons and armour that exist only inside that dream. You may use your qualifying spellcasting ability for attack and damage rolls with a dream-manifested weapon. Dream-manifested armour does not interfere with your Spellcasting feature.
Dreamreader
At 4th level, as a Magic Action while inside a dream, study one creature or scene and make a Wisdom (Insight) or Intelligence (Arcana) check. The DC is 15, or the spell save DC of the creature actively controlling the dream if higher. On a success, learn the dominant emotion shaping the scene, whether an outside mind is actively manipulating it, and one person, object or place acting as a symbolic anchor.
Reinforced Self-Image
At 6th level, when you enter a magical dream or dream realm, gain Temporary Hit Points equal to twice your Oneiromancer level + your Wisdom modifier. These Temporary Hit Points exist only in the dream and vanish when you wake or leave it.
Stream of Consciousness
At 8th level, once per Long Rest while in a dream, use a Magic Action to regain spent Dream Points up to your Proficiency Bonus. For each point restored, you take 2 Psychic damage that cannot be reduced or prevented. This damage is removed when the dream ends, though reaching 0 Hit Points still ends your participation normally.
Unlimited Potential
At 10th level, the per-turn limit on Dream Point expenditure no longer applies. In addition, once per Long Rest while in a dream you can spend 5 Dream Points as a Magic Action to rewrite nonliving terrain in a 30-foot Cube you can see: open or close a passage, raise or remove ordinary cover, create stairs or a bridge, or transform one harmless environmental feature into another. This cannot directly deal damage, imprison an unwilling creature or create a magic item.
Oneiromancer — 5e / 2014
Prerequisites
- Character Level: 5th level or higher.
- Spellcasting: Ability to cast 3rd-level spells.
- Wisdom: 15 or higher.
- Skill: Proficiency in Insight or Arcana.
- Dream Magic: Experience with magical sleep, dream messages or dream travel.
- Special: Remain lucid through a hostile supernatural dream.
Hit Die: d6. Proficiencies: None.
| Level | Features | Spellcasting |
|---|---|---|
| 1 | Lucid Dreaming, Deep Sleep | +1 qualifying class |
| 2 | Nocturnal Armsmaster | +1 qualifying class |
| 3 | Dream Reserve +2 | +1 qualifying class |
| 4 | Dreamreader | +1 qualifying class |
| 5 | Dream Reserve +2 | +1 qualifying class |
| 6 | Reinforced Self-Image | +1 qualifying class |
| 7 | Dream Reserve +2 | +1 qualifying class |
| 8 | Stream of Consciousness | +1 qualifying class |
| 9 | Dream Reserve +2 | +1 qualifying class |
| 10 | Unlimited Potential | +1 qualifying class |
Spellcasting. Each Oneiromancer level advances one qualifying spellcasting class for spell slots and spells known or prepared. Other class and subclass features do not advance.
Lucid Dreaming
Your Dream Point maximum equals 2 + your proficiency bonus + your Wisdom modifier, minimum 1. You regain all spent Dream Points after a long rest. At 3rd, 5th, 7th and 9th Oneiromancer level, increase the maximum by 2. Before 10th level, you cannot spend more Dream Points during one turn than your proficiency bonus.
- Focused Self — 1 point: after you make an attack roll, ability check or saving throw in a dream but before the outcome is declared, add 1d4 to the roll.
- Dream Step — 1 point: as a bonus action in a dream, teleport up to 20 feet to an unoccupied space you can see within the same dream scene.
- Manifest Tool — 2 points: as an action, create a mundane object that fits in a 5-foot cube. It exists only in the dream and lasts 10 minutes or until you leave.
- Stabilize Spellcasting — 1 point: when a dream effect would randomly alter, redirect or distort a spell you cast, resolve the spell normally instead.
Deep Sleep. After 1 minute of preparation your body falls unconscious. Ordinary sound does not wake you; damage, a deliberate choice to wake or an effect that wakes sleeping creatures does.
Nocturnal Armsmaster. In a magical dream, gain proficiency with dream-manifested weapons and armour and use your qualifying spellcasting ability for attacks and damage with dream weapons.
Dreamreader. As an action in a dream, make Insight or Arcana against DC 15 or the controlling creature’s spell save DC. Success reveals the scene’s dominant emotion, active manipulation and one symbolic anchor.
Reinforced Self-Image. Entering a magical dream grants temporary hit points equal to twice your Oneiromancer level + Wisdom modifier; they vanish on waking.
Stream of Consciousness. Once per long rest, recover spent Dream Points up to proficiency bonus as an action, taking 2 psychic damage per point restored. The damage cannot be reduced and disappears when the dream ends.
Unlimited Potential. At 10th level ignore the per-turn Dream Point cap. Once per long rest spend 5 points to reshape harmless nonliving terrain in a 30-foot cube inside a dream, without directly damaging or imprisoning creatures.
Oneiromancer — Pathfinder 1e
Requirements
- Skills: Lucid Dreaming 4 ranks.
- Spellcasting: Ability to cast a spell that causes magical sleep, sends a dream-message or permits dream travel.
- Will: Base Will save + Wisdom modifier + permanent modifiers total +7 or higher.
Hit Die: d6. Skill Ranks per Level: 2 + Intelligence modifier. Class Skills: Concentration where used, Craft, Knowledge (all), Lucid Dreaming, Profession and Sense Motive.
Dream Points: Your maximum is 4 + Wisdom modifier at 1st level. Increase it by 5 at 3rd, 5th, 7th and 9th level. Dream Points return after 8 hours of rest. While inside a magical dream, spend 1 Dream Point after a Lucid Dreaming check to gain a +2 insight bonus on that check, spend 1 point as a swift action to move up to 20 feet through dream-space without provoking attacks of opportunity, or spend 2 points as a standard action to manifest one mundane object that fits inside a 5-foot cube for 10 minutes. Dream-created objects cease to exist when removed from the dream.
| Level | BAB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +1 | Stabilize Spellcasting, Deep Sleep | +1 existing class |
| 2nd | +1 | +1 | +1 | +1 | Nocturnal Armsmaster | +1 existing class |
| 3rd | +1 | +1 | +1 | +2 | +5 Dream Points | +1 existing class |
| 4th | +2 | +1 | +1 | +2 | Dreamreader | +1 existing class |
| 5th | +2 | +2 | +2 | +3 | +5 Dream Points | +1 existing class |
| 6th | +3 | +2 | +2 | +3 | Reinforced Self-Image | +1 existing class |
| 7th | +3 | +2 | +2 | +4 | +5 Dream Points | +1 existing class |
| 8th | +4 | +3 | +3 | +4 | Stream of Consciousness | +1 existing class |
| 9th | +4 | +3 | +3 | +5 | +5 Dream Points | +1 existing class |
| 10th | +5 | +3 | +3 | +5 | Unlimited Potential | +1 existing class |
Spellcasting. Every Oneiromancer level advances one existing spellcasting class for spells per day, spells known where applicable and caster level.
Stabilize Spellcasting (Ex). When a dream would randomly distort a spell you cast, spend 1 Dream Point to resolve the spell normally instead.
Deep Sleep (Ex). Enter a trance after 1 minute. Ordinary noise does not wake you. You wake voluntarily, when your waking body takes damage or when your dream-self is defeated.
Nocturnal Armsmaster (Ex). In dreams you are proficient with all dream-created weapons and armour. Normal armour penalties still apply unless the armour itself is only a dream manifestation.
Dreamreader (Ex). Add your Oneiromancer level to Lucid Dreaming checks made to identify a dream’s host, dominant emotion or controlling presence.
Reinforced Self-Image (Ex). Your dream-self has 25% more hit points than your waking maximum, rounded down. The increase exists only in dreams.
Stream of Consciousness (Ex). As a full-round action in a dream, restore any number of spent Dream Points up to your maximum. Your dream-self loses 1 hit point for every point restored. This loss cannot be healed inside that dream but vanishes when you wake.
Unlimited Potential (Ex). Before 10th level you cannot spend more Dream Points in one turn than your ranks in Lucid Dreaming. At 10th level that restriction disappears.
Oneiromancer — D&D 3.5e
Requirements
- Skills: Lucid Dreaming 4 ranks.
- Spellcasting: Ability to cast a dreamwalking, circle-of-dreams, sleep-of-the-just or equivalent dream spell.
- Will: Total Will save +7 or higher using base save, Wisdom modifier and permanent modifiers.
Hit Die: d4. Skill Points per Level: 2 + Intelligence modifier. Class Skills: Concentration, Craft, Knowledge (all), Lucid Dreaming, Profession and Sense Motive.
Dream Points: Maximum 4 + Wisdom modifier at 1st level, increasing by 5 at 3rd, 5th, 7th and 9th level. Dream Points return after normal rest. While inside a magical dream, spend 1 Dream Point after a Lucid Dreaming check to gain a +2 insight bonus on that check, spend 1 point as a swift action to move up to 20 feet through dream-space without provoking attacks of opportunity, or spend 2 points as a standard action to manifest one mundane object that fits inside a 5-foot cube for 10 minutes. Dream-created objects disappear when removed from the dream.
| Level | BAB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Stabilize Spellcasting, Deep Sleep | +1 existing class |
| 2nd | +1 | +0 | +0 | +3 | Nocturnal Armsmaster | +1 existing class |
| 3rd | +1 | +1 | +1 | +3 | +5 Dream Points | +1 existing class |
| 4th | +2 | +1 | +1 | +4 | Dreamreader | +1 existing class |
| 5th | +2 | +1 | +1 | +4 | +5 Dream Points | +1 existing class |
| 6th | +3 | +2 | +2 | +5 | Reinforced Self-Image | +1 existing class |
| 7th | +3 | +2 | +2 | +5 | +5 Dream Points | +1 existing class |
| 8th | +4 | +2 | +2 | +6 | Stream of Consciousness | +1 existing class |
| 9th | +4 | +3 | +3 | +6 | +5 Dream Points | +1 existing class |
| 10th | +5 | +3 | +3 | +7 | Unlimited Potential | +1 existing class |
Spellcasting. Every Oneiromancer level advances one existing spellcasting class for spells per day, spells known where applicable and caster level.
Stabilize Spellcasting (Ex). Spend 1 Dream Point to prevent random dream distortion from altering one spell you cast.
Deep Sleep (Ex). Enter a trance after 1 minute. Ordinary noise does not wake you; voluntary waking, waking-body damage or defeat of the dream-self ends it.
Nocturnal Armsmaster (Ex). In dreams, treat yourself as proficient with all dream-created weapons and armour. Armour penalties still apply when appropriate.
Dreamreader (Ex). Add Oneiromancer level to Lucid Dreaming checks made to identify the dream host, emotional pressure or outside control.
Reinforced Self-Image (Ex). The dream-self has 25% more hit points than your waking maximum, rounded down.
Stream of Consciousness (Ex). As a full-round action restore any number of spent Dream Points, losing 1 dream hit point per point restored. This loss cannot be healed inside that dream and disappears on waking.
Unlimited Potential (Ex). Before 10th level you cannot spend more Dream Points in one turn than your Lucid Dreaming ranks. At 10th level the cap is removed.
How the Oneiromancer Plays
In ordinary combat, the class remains the spellcaster who qualified for it. Most prestige features do not add damage, armour or save DCs while awake.
In dreams, the class changes dramatically. Dream Points reward deliberate choices about mobility, spell stability and how much of the dream to reshape before resources run out.
During investigations, Dreamreader turns symbolic scenes into usable clues without declaring that every image has one objectively correct meaning.
Dreams in the World
Dreams can be private, prophetic or inhabited. Some are created by mortal memory; others are roads used by spirits, predators or powers from elsewhere. The same sleeper may experience all three kinds without knowing which is which until an Oneiromancer tests the scene.
This makes the class a natural bridge between Magic, the Planes of Existence and creatures that attack or communicate through sleep. A dream can therefore become an adventure site rather than a narrated cut-scene.
Sources, Rules & Licensing
The Oneiromancer concept originated in Occult Lore by Keith Baker, Adam Bank, Chris Jones, Scott Reeves and Elton Robb, published by Atlas Games in 2002. The class identity here preserves lucid dreaming, Deep Sleep, Nocturnal Armsmaster, Dreamreader, Reinforced Self-Image, Stream of Consciousness and Unlimited Potential while providing complete edition-specific rules for this campaign.
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