Paladin
Base Class: Paladin

God's of rest, sleep,nightmares and dreams bless their patrons with abilities to manipulate other's vitality and mind. These gods might include Hypnos, Somnus, Nyx, Morpheus and Selene. Good aligned patrons are often found running inns, healing the fatigued and interpreting dreams. Evil aligned patrons will curse others with nightmares or worship the nighttime as the time to steal, kill and terrorize. Holy symbols might be pendants shaped like an hourglass, clock or moon.

TENETS OF REST

Though the exact words and strictures of the Oath of Rest vary, paladins of this oath share these tenets.

Slumber. Whatever you do you need to rest

Laziness. Only act when absolutely necessary.

Dream. Dreams are a window to the soul.

Haunting Visage

You can use your Channel Divinity to torment a creature within 30 feet with haunting visions. The creature must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. While Frightened, it perceives terrifying apparitions only it can see and must move as far from you as possible. The creature can repeat the save at the end of each of its turns, ending the effect on a success.

Oath of Rest Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Rest Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 [Tooltip Not Found], Sleep
5 Aid, Suggestion
9 Eyebite, Hypnotic Pattern
13 Confusion, Phantasmal Killer
17 Dominate Person, Dream

Good Night's Sleep

As a Magic action, you can expend one use of your Channel Divinity to to place a creature into a peaceful slumber, they gain the benefits of a Short Rest without expending any hit dice.

Aura of Serenity

You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Your aura emanates a calming energy within 10 feet, preventing levels of Exhaustion for you and allies and granting resistance to psychic damage. Additionally, at the start of each ally’s turn, they regain hit points equal to your Charisma modifier.

Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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