Base Class: Paladin
"We laugh at the infinite, and fret upon the hopes of those who threaten this world. Sleep child, and worry not. As long as we exist, your dreams will be safe... "
- Unnamed Dream Knight
Paladins under this oath did not choose to take up the Oath of Dreams; They are chosen to take up the mantle at a young age and ascend once they complete their training. These paladins do not follow a set edict, they serve to uphold the contract made by their goddess, Selanine, the Goddess of Dreams, and Endym, the Father of Magic. The contract reads as follows, "Protect the realm from anything that threatens to destroy it before said thing is fully realized, and in exchange, you may feast on the essence emitted from those who dream." The paladins of this oath are powered by the same dream essence Selanine feeds on, which gives them abilities that affect the mind and how it perceives the world, making them very dangerous adversaries for the feeble-minded.
Oath of Dreams Spells
A Paladin of this oath gain the following spells at levels listed below
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | minor illusion, illusory script |
| 5th | mirror image. silence |
| 9th | phantom steed, fear |
| 13th | hallucinatory terrain, greater invisibility |
| 17th | dream, mislead |
Channel Divinity
A Knight of Dreams gains the following two Channel Divinity options.
Lull. As an action, the paladin can cast Sleep on a creature, at the cost of 20 hit points
Dreamcatcher. As an action, the paladin can touch an Unconscious creature to absorb their dream essence, regaining a spell slot.
Aura of Stupor
Starting at the 7th level, the paladin, as well as any allies within 10 feet of the paladin, gain a 1d4 psychic damage roll to all melee attacks and ranged attacks. A creature can benefit from this feature from only one paladin at a time.
Mind Games
At 15th level, the paladin gains immunity to psychic damage, and cannot be put to sleep or charmed. If a creature attempts to put the paladin to sleep or charm them, they are put under the effects of Phantasmal Killer, without a saving throw.
Dream Eater
At the 20th level, the paladin can, as an action, enter the mind of an Unconscious creature. The paladin is forced to fight the creature in their dreamscape. While in this dreamscape, the paladin can generate any weapon they have seen throughout their lifetime, and use it to its utmost potential.
If the paladin loses the fight, they are ejected from the creature's mind and the creature wakes up. If the creature loses the fight, its mind is eradicated and it will be permanently Unconscious. This can only be used once per long rest.
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