Base Class: Paladin
The Oath of the Dreamer is an old and enigmatic vow, one sworn to protect the slumbering minds of their charges. Sometimes called dream knights or glamour knights, paladins who swear this oath cast their lot with neither the side of the light or the darkness, choosing instead to focus upon the dreams of themselves and their charges and allies. While these paladins might be servants to gods of dreams, sleep, or night, other paladins of the Oath of the Dreamer are champions of the Feywild or errant knights of the Astral Sea.
TENETS OF THE DREAMER
The tenets of the Oath of the Dreamer emphasizes the principles of achieving one’s dreams and fostering creativity, and protecting others from those who would deny them of that goal.
Never Stop Believing. Nothing will make me lose hope or lose faith in the dream I serve. Every setback is lesson.
Shelter the Dreaming. Protect those who harbor great dreams for the future or who minds gleam with a bright and creative beauty.
Meld Dream and Reality. Bring the dreams of yourself and others into reality.
Beacon of Inspiration. Become a muse for the creative and a inspiration upon the battlefield.
Oath Spells
3rd-level Oath of the Dreamer feature
You gain oath spells at the paladin levels listed.
Oath of the Dreamer Spells
| Paladin Level | Spells |
|---|---|
| 3rd | sanctuary, sleep |
| 5th | invisibility, misty step |
| 9th | hypnotic pattern, major image |
| 13th | dimension door, hallucinatory terrain |
| 17th | dream, modify memory |
Channel Divinity
3rd-level Oath of the Dreamer feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guardianship of Dreamers. When you begin a short or long rest, you can use your Channel Divinity to encapsulate a 30ft radius sphere of space with dream energy around and above you. While you and any creatures you designate are within the area, you appear invisible to all creatures from without and cannot be targeted by any divination magic or perceived through magical scrying sensors. These effects end if you leave the area or if you finish your short or long rest.
Induced Nightmares. As an action you can force a creature that you can see within 60ft of you to make a Wisdom saving throw. A creature automatically fails if it’s CR rating or level is lower than half your paladin level. On a failed save, the creature falls unconscious and is plagued by nightmares. While the creature is unconscious it takes psychic damage equal to your charisma modifier at the beginning of each of its turns. The creature is unconscious for one minute or until the sleeper takes damage other than psychic or someone uses an action to shake or slap the sleeper awake.
Undead, Constructs, and creatures immune to being charmed aren’t affected by this Channel Divinity.
Aura of Clarity
7th-level Oath of the Dreamer feature
You and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on saving throws against charm effects.
At 18th level, the range of this aura increases to 30 feet.
Unraveling Fantasy
15th-level Oath if the Dreamer feature
You have mastered the protective powers of the realm of dreams. You gain immunity to the charmed condition and when a creature attempts to invade your mind, such as through telepathy or with spells like Detect Thoughts, Dream, or Phantasmal Force, they must make a Charisma saving throw. On a failed save, the creature either becomes charmed or frightened of you (your choice) for one minute and the triggering spell or ability fails to effect you.
Phantasmal Avatar
20th-level Oath of the Dreamer feature
You have learned how to suffuse yourself with the energies of the Dreamworld, transforming into a nightmarish or dreamful visage. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You gain resistance to all damage except force and gain the ability to move through solid objects and structures as if it were difficult terrain. You cannot end your turn occupying the same space as a solid object or creature.
- You gain a flying speed of 60ft.
- When an ally creature ends their turn within 30ft of you, they gain 10 temporary hit-points.
- When a creature targets one of your allies within 30ft of you with an attack or spell, your can use your reaction to force them to make a wisdom saving throw against your spell DC. On a failure, the creature is teleported to a space adjacent to you and you become the target for the attack or spell instead.
Once you use this feature, you can’t use it again until you finish a long rest.
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