While unconscious, you remain dimly aware of your surroundings, can see and hear normally (in black and white), and cannot be surprised.
When a creature targets you with an attack or spell, you can use your reaction to create a dream-clone. Roll a d6:
• On a 4-6, the attack hits the illusion instead and you take no damage or effects.
• On a 1-3, the effect happens normally.
Usable a number of times equal to your Intelligence modifier per long rest.
You gain proficiency in Insight or Deception (your choice), and you learn the Sleep and Phantasmal Force spells. These count as wizard spells for you and do not count against your number of spells known.
Additionally, when you cast an Illusion or Enchantment spell that targets only one creature, and that creature is asleep, charmed, or incapacitated, it has disadvantage on its saving throw.
When you cast an Illusion or Enchantment spell of 1st level or higher, you can use a bonus action to apply one of the following effects:
• The spell does not require concentration for 1 round.
• You can change the visual or auditory details of the illusion once.
• Targets affected do not realize they’ve been magically influenced until the spell ends.
Usable a number of times equal to your Intelligence modifier (minimum 1), regained after a long rest.
You can cast the Dream spell once per long rest without expending a spell slot or needing material components.
When you cause a creature to fall unconscious, you may learn a fragment of its subconscious and gain one of the following benefits for 1 minute:
• Name Memory: You know the creature’s true name (advantage on social checks and spell saves vs. them).
• Dream Echo: Advantage on saving throws against effects caused by that creature.
• Nightmare Mirror: Use your reaction to impose disadvantage on one of its attack rolls or saving throws.