Base Class: Paladin
The Oath of the Dreamer is a paladin that corrupts and survives, power through insight, insight through understanding, and understanding through blood. They are sometimes called mad, whispering about dreams of giant monsters that phase in and out, blood-soaked stones and runes of nonsense that invoke the powers that make others forget, these are the shadows, the shadows of science, the shadows of magic. To understand that creatures beyond the grasp of divine magic and quantification of science are the drive of these watchers, these ancients, these supposed healers; to understand the shapes among the eclypse and the horrors seen in your dreams. Those dreams, the dreams that foretell danger, or maybe just the cosmic syzygy that you are unable to understand the importance of, but what if you try? Birth, new birth, the birth of something great, maybe something that, just maybe, you can take the place of, and ascend. To ascend to the eclipse, to ascend to the fizzling elden creatures; these creatures of massive change, change. Change and birth, cyclical death through birth, and the living of creatures that only pass by this universe; yet, they leave an cosmic ripples.
TENETS OF DREAMING
Though the exact words of the Oath of the Dreamer are only able to be understood by a dreamer, trying ould corrupt and mutate our minds, paladins of this oath talk of these tenets.
Power. Understanding leads to power, power corrupts from blood, but is corruption ever an issue? The power to keep oneself throught he maddness is the ultimate power of insight.
Understanding. Understanding at all costs, by digging into this knoweldge you know itll change you. theres no way to know what that change will be, but understand that no matter it looks, its always better to reach or the truth, even if the truth kills. The universe is much larger then a civilization, inherit something larger then that.
Insight. To see past what is right in front you. See past someones face and into their mind, past their mind and into the creatures that puppet and feed off of them. Can you do that? I know I can.
Blood. Blood is a conduit for more, far more then normal. it heals as a price, it delivers pain, and pain is wealth to few of those above. Its a medium to corrupt and devour, keep it in use, for it may bring you the insight you need.
Art Credits: unnamed photo, unnamed Pinterest user; unnamed photo, unnamed Pinterest user.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Kaleidoscopic Visage. As a bonus action, you can activate your Kaleidoscopic Visage for the next minute; your Armor Class increases by 1d4-1 + Charisma modifier, and you can use your reaction whenever hit with an attack roll to make them reroll the attack; you can teleport up to 15 ft (after the events of the new roll have transpired). A ghostly splitting pattern covers your skin, descending from your flesh; you channel the tidbits of knowledge you have learned. You become flashing, covered in writhing fractal patterns profoundly engrained into one's mind and warp one's flesh.
Nightmare Curse. As an attack, you can curse a creature within 80 ft. The creature is struck with the nightmares of old monsters and the dreams they find; the dream is a way to communicate or curse, and this curse afflicts them with a peek at the knowledge of the incomprehensible. When applied to this creature, the creature must make an Intelligence saving throw or be blinded, frightened, or stunned until the end of your next turn; at the end of that turn, the curse can either reapply or move to a new target (this does not use your channel divinity again, simply using the same channel divinity), the curse lasts a max of 3 minutes. Even if the creature succeeds in the Intelligence saving throw, the cursed creature takes an extra 1d6 psychic damage on a successful attack from you.
If the target succeeds a saving throw, the curse cannot attempt to blind, frighten, or stun the target for a further 12 seconds (two rounds).
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Dreaming Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
Find Familiar, Silent Image |
|
5th |
Mirror Image, Detect Thoughts |
|
9th |
Vampiric Touch, Blink |
|
13th |
Black Tentacles, Greater Invisibility |
|
17th |
Cone of Cold, Scrying |
Mark of Blood
Your body is filled with chimeric dreaming energy; in drawing it out through physical damage, giving the weapon a Mark of Blood, you can increase it against another, blasting them with intense magical energy, a sickening, potent dream of the old, ever-changing creatures. As a bonus action, you can make a weapon attack against yourself; no roll is needed. In doing so, you take half the damage, and on a successful attack against another, you can apply triple the damage done to yourself as psychic damage on top of a successful attack within the next minute. You can only reserve one Mark of Blood at a time.
This can be called after a successful attack.
Mark of Insight
You carry the mark of knowledge, a dreaming sight that brings you power through the attempt to understand the creatures that writhe just between soul and body. These nightmares that live around you- maybe they don't know about you, maybe they are paying close attention, whatever is happening, you now bare the mark of your newfound knowledge and dream. You have an advantage on Wisdom (Perception) and Intelligence (Investigation) checks, and on a DC 10 + (level spell of illusion) or higher, you can see through illusions within 60 feet. Additionally, you are immune to fear and cannot be blinded.
Additionally, if you achieve a Wisdom (Perception) or intelligence (Investigation) of more than 25 you can see into the ethereal plane for 120 ft. The Sight allows you to detect illusion magic, being able to see both the illusion and what's behind it. When applied to writing with Illusions overlayed, the DC is raised by +5. A devil's contract (depending on the DM) can be assumed to have been essentially "cast" at 3rd level or, depending on the devil, higher.
Cosmic Ascention
Cosmic energy flows through you; you've battled and healed onto the knowledge that tells profound truths of cosmic power. Is it power or simply a dimensional divide, the patterns of the great old ones, and the insight of the flashing images and dreams? Whatever it is, you have gained a chance of an absolute ascension, to become a younger great one, or become a true servant. Only a pivotal moment in which the mark of blood can brand one's flesh; only at the moment of last consciousness can you attempt it. Whenever you hit 0 hit points, you can choose to release the cosmic knowledge and energy around you; in doing so, all creatures within 80 ft radius (sphere) with intelligence above 8 take 30d12 psychic damage, and all creatures, objects, and structures within 5ft radius (sphere) are sucked into the astral plane and take an extra 15d4 force damage as they Planeshift.
If whatever is affected makes an Intelligence saving throw, on a success, taking half damage and is not being transported into the Astral Plane if threatened.
Previous Versions
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8/26/2023 1:48:39 AM
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