Base Class: Fighter
The Emerald Knights are a chivalrous order shrouded in mystery, known for their connection to the realm of dreams and their ability to bring aspects of those dreams into reality. They are fighters who have learned to tap into the Dreams-cape to manifest ethereal weapons and armor that can affect the waking world.
Dreams-cape Weapon
At 3rd level, you can use a bonus action to weave a weapon from the substance of dreams. This ethereal weapon is invisible and silent to all but you, and you can interact with it as if it were a real weapon. It deals psychic damage and uses your Charisma (Performance) skill for attack rolls. This weapon can take the shape of any melee or ranged weapon with which you are proficient. It vanishes if it ends up more than 60 feet away from you, or if you dismiss it (no action required), become incapacitated, or die.
Dreams-cape Armor
Starting at 7th level, during a short rest, you can forge a suit of dreams-cape armor. This ethereal armor is emerald green with a large, ornate emerald affixed to the chest. You gain knowledge of one magical property from a suit of armor of rare or lower rarity than you have previously encountered, and you can bestow this property upon your dreams-cape armor. The armor appears whenever you don it and disappears whenever you are not wearing it. Should you craft a new suit of dreams-cape armor, the previous one ceases to exist.
At 15 level, you can choose from properties of vary rare armor. At 18th level, you can choose from legendary armors.
Waking Dream
At 10th level, you gain the ability to mimic the essence of any weapon within your line of sight, up to 60 feet away, with rarity up to legendary. As an action, you can create a dream copy of this weapon. The dream weapon possesses all the properties of the original, as if you had discerned them using the identify spell. Any damage dealt with this dream weapon is converted to psychic damage. Additionally, you do not need to be attuned to the dream weapon, even if the original weapon requires Attunement. This effect last for 1 minute or until you dismiss it (no action required).
Once you use this feature you must complete a long rest to use it again.
Dreams-cape Warrior
At 15 level, your bond with the realm of dreams becomes so strong that you become immune to effects that would put you to sleep. Additionally, when you make an attack roll using your Charisma (Performance) skill with a dreams-cape weapon, you may add your Charisma modifier to the damage roll.
Emerald Duelist
At 18th level, your proficiency with dreams-cape weapons reaches its pinnacle. When you make a Charisma (Performance) check for an attack roll with a dreams-cape weapon, you score a critical hit on a roll of 19 or 20.
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