Paladin
Base Class: Paladin

Oath of Dreams

The Oath of Dreams is not a path that a mortal soul chooses with their conscious mind, for it is not with their waking self that one begins the path of the Dream Knight. Beckoned by vivid imagination's of being a stalwart soul, a heroic protector, or an endeavoring knight, the Dream Knight partakes in magics that help them to carry forth the ever-shifting power of Dreams. The Mantle of Dream is unknown, as the nature of dreams is unable to be grasped by a waking, studious mind; it is fluid, and changing, as dreams must be for all souls, not a singular attentive purpose. To this end, it is not known how an Oath of Dreams is truly forged, and the few that follow this path may question if they themselves truly understand what it is that their oath asks of them.

Tenets of the Dream Knight

Encourage Mirth and Hope. Dreams, both waking and not, are well-springs of joy and potential. Foster the dreams of those allied to you, not just close to you, but all those that seek to realize that fire in their eyes.

Respect for Rest and Tranquility. Once a soul is spent, it is the duty of a Knight to see that rest may come forth. All minds need a time of peace, and dishonoring that tranquility of rest and recuperation is abhorrent.

Eternal Opportunity. Strength and potential is birthed in the soul, and everlasting opportunity comes forth from that. Always strive for the fulfillment of your heart's dreams; The eternal might of the world cannot stop you if you meet it with the might of your soul.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dream Logic. You can use your Channel Divinity to turn dreams and nightmares into reality. As a bonus action, you can summon one illusioned Thought from The Mind of Minds that fits within a 5x5 foot cube and anchor it to reality. As long as concentration is maintained, the Thought stays anchored for thirty minutes or until dismissed. If concentration is lost, the anchored Thought once again becomes illusioned and can only remain on the current plane for one hour or until dismissed. Once created, the Thought cannot be edited whether it is anchored or illusioned.

Once anchored, a Thought can change the world around it to accommodate its presence in reality. Once concentration is broken, however, the world returns to how it was before. (Example : If you summon the Thought of a long hallway, anchor it, enter the hallway, and lose concentration, you and any creatures in the hallway will be shunted out to the nearest unoccupied space, taking damage at the discretion of the DM.)

A creature may make an Insight check against your spell save DC to tell if an anchored Thought is real or not.

If the Thought is a creature, once anchored it may take turns in combat immediately following your own. It is friendly to you and those you identify as allies until one of your allies deals damage to it. Use the stat block most appropriate for that creature (i.e. an anchored Thought the shape of a weasel would use a weasel stat block).

Phantasmal Echo. Your two selves, Dream and Nightmare, operating in unison create a powerful psychic echo, releasing the dormant half as a phantom echo of the current host. As an bonus action, you unleash your counterpart's true form using your Channel Divinity. For the next minute, your weapon attacks do necrotic damage and creatures hit by one of your attacks cannot heal HP until the start of your next turn.

In addition, you gain access to the spell list from the Oath of Nightmares for 1 minute : https://www.dndbeyond.com/subclasses/2484490-oath-of-nightmares

Using this Channel Divinity risks allowing the host's counterpart the opportunity to take control when its phantom form returns to the body. Roll 1d100. On a 1-40, the original host maintains control. On a 41-100, the previously dormant half will gain control of the body. On a 50, the DM decides according to the wills of Phaedra and Vortix and the balance of Somnus. If the dormant half takes control, the body will enter a state of sleep paralysis until it's next turn while the phantom re-enters and takes over the body. In this state, you effectively can't move, take reactions, dodge, and attacks aimed at you have advantage. On each of your turns you may roll a charisma saving throw to exit your state of sleep paralysis. Sleep paralysis will automatically end after 1 minute.

As you borrow spells from your true opposite, you decrease your chances of maintaining control after using Phantasmal Echo. Adjust the d100 split and DC to roll out of sleep paralysis accordingly :

  • NO SPELL USES : 40/60 split = DC 16 to roll out of sleep paralysis
  • 1 SPELL USE : 70/30 = DC 18 
  • 2 SPELL USES : 80/20 = DC 20
  • 3 SPELL USES : 90/10 = DC 23
  • 4 SPELL USES : 100% chance of sleep paralysis and conceding to the dormant half = DC 25

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Dreams Spells
Paladin Level Spells

3rd

Oneiromancy, Preservation of Hope

5th

Sharper Than the Sword, Whispers of the Heart

9th

Dreamstride, Dream Canopy

13th

Lunar Transfer, Shield of Ephemera

17th

Seeming, Commune

Dream Ward

Starting at 7th level, you are able to emanate an aura of mental protection around you. Creatures of your choice within 10 feet of you gain the following benefits :

  • Cannot be put to sleep by magic and their sleep cannot be disturbed by magic
  • Gain resistance to psychic damage
  • Have advantage on saving throws made against being charmed

This aura extends even if you are asleep, but not if you are knocked unconscious. At 18th level, the aura extends to 30 feet.

True Seeing

Starting at the 15th level, you have opened your third eye allowing you to see through the false dreams of others. You gain the following :

  • True sight with a radius of 15 feet
  • Advantage on Charisma checks against foes and neutral creatures

Dreamed Ideal

At 20th level, you realize your full potential as a Dream Knight, appearing larger-than-life and subtly altering your environment in cosmetic ways to suit the narrative of your dream-self. As an action, you can enter a trance that allows you to alter reality more easily to suit your ideals. For 10 minutes, you gain the following benefits:

  • You can cast a paladin spell with a casting time of 1 action as a bonus action.
  • Whenever an enemy perceives you from within 60 feet during combat, it must make a Wisdom saving throw or be charmed for one minute. At the end of each charmed creature’s turn, it can repeat the saving throw, ending the charmed condition on itself on a success. When a creature succeeds on its saving throw, it becomes immune to this charmed condition for 24 hours.

 

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