Base Class: Paladin
### *Oath of the Dreamwalker*
#### *Tenets of the Dreamwalker* The tenets of the Dreamwalker reflect their role as protectors of the fragile line between dreams and reality:
1. *Walk Between Worlds*: Recognize that both dreams and reality are intertwined. Protect both from corruption.
2. *Guard the Sleepers*: Defend those who dream, especially the vulnerable, who are at risk from nightmares and mental intrusions.
3. *Guide the Lost Mind*: Help those who are trapped in their minds, be it by trauma, madness, or magic, and bring them back to peace.
4. *Face the Nightmare*: Stand firm against fear, even when it manifests in the darkest parts of the mind or dreamscape.
5. *Preserve the Dreamscape*: The dream realm is sacred and fragile; it is your duty to keep it free from corruption and malevolent forces. --- #
## *Oath Spells* At certain levels, you gain access to the following spells:
| *Paladin Level* | *Spells* |
| ----------------- | ---------- |
| 3rd | Sleep, Disguise Self |
| 5th | Mirror Image, Calm Emotions |
| 9th | Hypnotic Pattern, Fear |
| 13th | Greater Invisibility, Phantasmal Killer |
| 17th | Dream, Modify Memory | ---
### *Channel Divinity* When you take this oath at 3rd level, you gain the following Channel Divinity options: -
*Dreamwalking*: As an action, you can use your Channel Divinity to project your consciousness into the mind of another creature, whether they are asleep or awake. - If the target is *asleep*, you enter their dream, communicating and influencing the dream for up to 10 minutes. You can guide them, offer advice, or alter aspects of the dream (subject to DM discretion). The target is aware of your presence but may not be able to discern your true nature. - If the target is *awake*, you can project into their mind and influence their thoughts. Choose one creature within 30 feet of you that you can see. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or suffer one of the following effects for 1 minute: -
*Calming Presence*: The target becomes calm, unable to take hostile actions or make attacks against you or your allies. They are also unable to take reactions. -
*Unsettling Visions*: The target is disoriented by brief hallucinations or disturbing visions, giving them disadvantage on Wisdom (Perception) checks and Wisdom saving throws against being charmed or frightened. If the target fails any saving throw against these effects, they take psychic damage equal to your paladin level. -
*Nightmare’s Banishment*: As an action, you can use your Channel Divinity to dispel a nightmare or psychic influence affecting a creature. Choose a creature within 30 feet that is either frightened, charmed, or under a mental effect like Hold Person or Phantasmal Killer. The creature makes a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), ending the effect on a success. If the creature is *asleep* and under the influence of a nightmare (whether natural or magical), you can banish the nightmare, ensuring that the creature sleeps peacefully for the remainder of their rest. ---
### *Aura of Dream's Peace* Starting at 7th level, your connection to the dream realm allows you to bring calm and serenity to those around you. You and friendly creatures within 10 feet of you gain the following benefits: - Advantage on saving throws against being charmed or frightened. - At the start of each of their turns, a creature in the aura can regain hit points equal to your Charisma modifier (minimum of 1), as their mind finds peace. At 18th level, the range of this aura increases to 30 feet. ---
### *Dreamshield* At 15th level, you can summon a protective shield made from the essence of dreams to guard others from harm. As a reaction, when a creature within 30 feet of you takes damage, you can create a shield that grants them resistance to all damage types for 1 minute. The shield is a swirling mist of dream energy, absorbing the force of the blow. The shield disappears if the creature takes damage three times or if the minute ends. Additionally, once per long rest, you can protect your own mind. For 1 minute, you are immune to psychic damage, and any creature that hits you with an attack takes psychic damage equal to half your paladin level (rounded down). ---
### *Master of the Dreamscape* At 20th level, you can transcend the boundaries between the waking world and the dream realm.
As an action, you can enter a *Dreamwalker State* for 1 minute. While in this state, you gain the following benefits:
- You can move through solid objects and creatures as if they were difficult terrain, though you can't end your turn inside an object.
- You can cast Dream at will without expending a spell slot, affecting any creature you can see, though this does not end the transformation.
-You gain *truesight* out to 60ft, allowing you to see through illusions, invisibility, and any mental disguises.
-While in Dreamwalker State, you have resistance to all damage types, and enemies have disadvantage on saving throws against your spells that target their minds or dreams.
Once you use this feature you can't do so again until you finish a long rest.
Channel Divinity
### *Channel Divinity* When you take this oath at 3rd level, you gain the following Channel Divinity options: -
*Dreamwalking*: As an action, you can use your Channel Divinity to project your consciousness into the mind of another creature, whether they are asleep or awake. - If the target is *asleep*, you enter their dream, communicating and influencing the dream for up to 10 minutes. You can guide them, offer advice, or alter aspects of the dream (subject to DM discretion). The target is aware of your presence but may not be able to discern your true nature. - If the target is *awake*, you can project into their mind and influence their thoughts. Choose one creature within 30 feet of you that you can see. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or suffer one of the following effects for 1 minute: -
*Calming Presence*: The target becomes calm, unable to take hostile actions or make attacks against you or your allies. They are also unable to take reactions. -
*Unsettling Visions*: The target is disoriented by brief hallucinations or disturbing visions, giving them disadvantage on Wisdom (Perception) checks and Wisdom saving throws against being charmed or frightened. If the target fails any saving throw against these effects, they take psychic damage equal to your paladin level. -
*Nightmare’s Banishment*: As an action, you can use your Channel Divinity to dispel a nightmare or psychic influence affecting a creature. Choose a creature within 30 feet that is either frightened, charmed, or under a mental effect like Hold Person or Phantasmal Killer. The creature makes a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), ending the effect on a success. If the creature is *asleep* and under the influence of a nightmare (whether natural or magical), you can banish the nightmare, ensuring that the creature sleeps peacefully for the remainder of their rest. ---
### *Aura of Dream's Peace* Starting at 7th level, your connection to the dream realm allows you to bring calm and serenity to those around you. You and friendly creatures within 10 feet of you gain the following benefits: - Advantage on saving throws against being charmed or frightened. - At the start of each of their turns, a creature in the aura can regain hit points equal to your Charisma modifier (minimum of 1), as their mind finds peace. At 18th level, the range of this aura increases to 30 feet. ---
### *Dreamshield* At 15th level, you can summon a protective shield made from the essence of dreams to guard others from harm. As a reaction, when a creature within 30 feet of you takes damage, you can create a shield that grants them resistance to all damage types for 1 minute. The shield is a swirling mist of dream energy, absorbing the force of the blow. The shield disappears if the creature takes damage three times or if the minute ends. Additionally, once per long rest, you can protect your own mind. For 1 minute, you are immune to psychic damage, and any creature that hits you with an attack takes psychic damage equal to half your paladin level (rounded down). ---
### *Master of the Dreamscape* At 20th level, you can transcend the boundaries between the waking world and the dream realm.
As an action, you can enter a *Dreamwalker State* for 1 minute. While in this state, you gain the following benefits:
- You can move through solid objects and creatures as if they were difficult terrain, though you can't end your turn inside an object.
- You can cast Dream at will without expending a spell slot, affecting any creature you can see, though this does not end the transformation.
-You gain *truesight* out to 60ft, allowing you to see through illusions, invisibility, and any mental disguises.
-While in Dreamwalker State, you have resistance to all damage types, and enemies have disadvantage on saving throws against your spells that target their minds or dreams.
Once you use this feature you can't do so again until you finish a long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Dreamwalker
| Paladin Level | Spells |
|---|---|
|
3rd |
sleep, disguise Self, [Tooltip Not Found] |
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Dreamers Peace
### *Aura of Dream's Peace* Starting at 7th level, your connection to the dream realm allows you to bring calm and serenity to those around you. You and friendly creatures within 10 feet of you gain the following benefits: - Advantage on saving throws against being charmed or frightened. - At the start of each of their turns, a creature in the aura can regain hit points equal to your Charisma modifier (minimum of 1), as their mind finds peace. At 18th level, the range of this aura increases to 30 feet. ---
Dreamshield
### *Dreamshield* At 15th level, you can summon a protective shield made from the essence of dreams to guard others from harm. As a reaction, when a creature within 30 feet of you takes damage, you can create a shield that grants them resistance to all damage types for 1 minute. The shield is a swirling mist of dream energy, absorbing the force of the blow. The shield disappears if the creature takes damage three times or if the minute ends. Additionally, once per long rest, you can protect your own mind. For 1 minute, you are immune to psychic damage, and any creature that hits you with an attack takes psychic damage equal to half your paladin level (rounded down). ---
Master of the Dreamscape
### *Master of the Dreamscape* At 20th level, you can transcend the boundaries between the waking world and the dream realm.
As an action, you can enter a *Dreamwalker State* for 1 minute. While in this state, you gain the following benefits:
- You can move through solid objects and creatures as if they were difficult terrain, though you can't end your turn inside an object.
- You can cast Dream at will without expending a spell slot, affecting any creature you can see, though this does not end the transformation.
-You gain *truesight* out to 60ft, allowing you to see through illusions, invisibility, and any mental disguises.
-While in Dreamwalker State, you have resistance to all damage types, and enemies have disadvantage on saving throws against your spells that target their minds or dreams.
Once you use this feature you can't do so again until you finish a long rest.
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