Paladin
Base Class: Paladin

The strange energies of the spirit realm wend their way into the mortal world in uncertain, unpredictable ways. Shaped, oft unbidden, by mortal minds, the Unreal can be a source of great danger...and great power.

Paladins of Reverie tap into the maddening world of Spirits to act as guardians of the material, mortal realm.

Protect the Real. The mortal world is delicate and needs a guardian.

Deny the Unreal. Incursions from other worlds foment chaos, keep them at bay.

Level 3: Oath of Reverie Spells

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

Oath of Reverie Spells
Paladin Level Spells
3 Sleep, Faerie Fire
5

Animal Messenger, [Tooltip Not Found]

9 Hypnotic Pattern, Fear
13 Phantasmal Killer, [Tooltip Not Found]
17 Dream, Modify Memory

Level 3: Spirit Walk

You can expend one use of Channel Divinity to become semi-ethereal for up to 10 minutes or until you attack a creature or cast a spell. In this state, you gain advantage on Stealth Checks and Dexterity Saving Throws. Additionally, the first attack you make or spell you cast gains a damage bonus equal to your Charisma Modifier + Proficiency Bonus.

Aura of Reverie

You and your allies have advantage on saving throws made to resist the [Tooltip Not Found] and [Tooltip Not Found] conditions while in your Aura of Protection. All friendly creatures within this aura also gain temporary hit points equal to 1d4 plus your Charisma modifier at the start of each of their turns.

Level 7: Unreal Stupor

You can expend one use of Channel Divinity to target an enemy within 30ft with a clamouring wave of strange, ethereal figures. The target must make a Charisma saving throw against your Paladin Spell Save DC, taking your Paladin Level of Psychic damage and losing the ability to cast spells until the end of their next turn on a failed save, or taking half as much damage with no additional effect on a successful one.

Level 15: Nightmare Smite

Whenever you cast Divine Smite, you deal your Charisma modifier in Psychic damage to all enemies within your Aura of Protection, including the original target.

Level 20: Bulwark of the Real

As a Bonus Action, you can open a channel in your body to the Spirit World that lasts for 1 minute or until you choose to close it. You gain the benefits listed below. Once you use this feature, you can’t use it again until you finish a Long Rest. 

Pierce the Veil. You become aware of all creatures and magical effects within 60ft of you and you are unaffected by the effects of Invisibility and 1/2 or 3/4 cover.

Dream Conduit. You can cast any Paladin spells below 3rd Level without using a spell slot.

Spirit Rules. All creatures within your Aura of Protection are under the effects of the Spirit realm such that all damage and healing dice are maximised.

 

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