Paladin
Base Class: Paladin

Paladins who take the Oath of the Dreamer follow their hopes and goals to the end, and seek to encourage others to pursue their aspirations. Their idealism connects them to the plane of dreams and allows them to push past the limits of belief. Paladins who walk this path may not get along with other Paladins due to their more free-spirited approach on life and use of illusion magic. (Subclass originally made by farlet10) 

Level 3: Oath of the Dreamer Spells

You gain oath spells at the paladin levels listed in the Oath of the Dreamer Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Devotion Spells
Paladin Level Spells
3 Silent Image, Sleep
5 Enhance Ability, Mirror Image
9 Beacon of Hope, Hypnotic Pattern
13 Hallucinatory Terrain, Phantasmal Killer
17 Awaken, Dream

Level 3: Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Aspiration Die. You can use your Channel Divinity as a bonus action and distribute Aspiration Dice to a number creatures equal to your Charisma modifier within 30 feet of you. The size of the Aspiration Die is equal to twice your proficiency modifier.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Aspiration Die, but must decide before the DM says whether the roll succeeds or fails. Once the Aspiration Die is rolled, it is lost. A creature can have only one Aspiration Die at a time.

Dreamlike Presence. You can use your Channel Divinity to exude a surreal presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. 

Undead, creatures immune to being charmed, and those who can't be put to sleep by magic aren't affected by this effect.

Level 7: Aura of Wonder

Starting at 7th level, you constantly emanate a captivating aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is charmed by you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Level 15: Unwavering Optimism

At 15th level your oath gives you a sense of positivity that can overcome terrible odds. When a creature you can see within 60 feet of you is about to roll a d20 with disadvantage, you can use your reaction to instead allow them to roll with advantage.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Level 20: Visionary Transformation

At 20th level, you begin to take on an otherworldly appearance, like a half-remembered dream. As an action, you can become partially incorporeal, gaining the following benefits for 1 minute:

  • You have resistance to all damage except force and radiant damage.
  • You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw or fall unconscious as you temporarily banish it's spirit to a dream plane for one minute. While asleep, the creature dreams of being in some joyous place, far removed from the evils of the world. The places and characters in the dream are vivid and believable, and when the dream ends, the affected creature experiences a longing to return to the place. The dream ends early if the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren't affected by this spell.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Previous Versions

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10/29/2025 3:00:24 PM
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