Base Class: Paladin
"Blessed by the stars, given form by those who live above. These warriors of the sky are supposedly sent down from the heavens to protect the hopes and dreams of those who live below, forever entwined in the destiny of mortality. But let us not forget, that a nightmare is also a dream, and hope can spawn despair. Tread carefully."
Paladins of this path do not choose to become Dream Knights, rather, they are chosen by the gods to take up the mantle. As a Dream Knight, your singular edict, is to keep the balance in the world from shifting too far into either good or evil, and protect the future of those who have nothing to do with conflict that you are overseeing. If you fail to do this, or feel as if you cannot uphold the edict, you can choose to switch to a different Paladin subclass, or a new class altogether.
Dream Knight Spells
A Dream Knight paladin gains the following Dream Knight spells at the paladin levels listed below
| Paladin Level | Spells |
|---|---|
| 3rd | minor illusion, sleep |
| 5th | mirror image. silence |
| 9th | phantom steed, fear |
| 13th | phantasmal killer, greater invisibility |
| 17th | creation, mislead |
Channel Divinity
A Dream Knight of 3rd level or higher gains the following three Channel Divinity options.
Neurogenesis. As an action, if the paladin is touching a creature that does not sleep, the creature must make a Wisdom saving throw. On a failed save, the creature is now able to sleep. This also extends to creatures that cannot be charmed. This effect lasts indefinitely unless a Dream Knight or deity lifts it.
Lull. As an action, the paladin can cast dream on a creature, at the cost of it's material components, and 5 hit points
Dream Logic. As an action, the paladin can cast dream on themselves, and act as the messenger. In their dream, they can generate the material components to a spell of their choice. When the paladin wakes up, they can use the material components in their dreams instead of a physical version of the material components. If a spell is casted using this method, it's damage type is changed to psychic. If the paladin is awoken prematurely, they cannot use the material components in the dream. The paladin can link this to a maximum of 4 willing creatures, in which case all will enter the paladin's dream and will also be treated as messengers.
Aura of Stupor
Starting at 7th level, the paladin, as well as any allies within 10 feet of the paladin, gains a 1d4 psychic damage roll to all melee attacks and ranged attacks. A creature can benefit from this feature from only one paladin at a time.
Mind Games
At 15th level, the paladin gains immunity to psychic damage, and cannot be put to sleep or charmed. If a creature attempts to put the paladin to sleep, or charm them, they are put under the effects of phantasmal killer, without a saving throw
Seraph of the Unconscious Mind
At the 20th level, the paladin can, as an action, unleash an aura of dream energy around themselves that lasts for 2 minutes. The aura itself causes any enemy within 30 feet of the paladin to become afflicted with level 4 exhaustion. Whenever an enemy starts it's turn in the aura, the level of exhaustion rises by 1. Additionally, the paladin and their allies' damage types for all attacks, converted to psychic. This aura overrides all charm and psychic immunities, and any enemy that originally could not sleep, can now sleep as long as they are in the aura.
While the aura is active, the paladin can, as a bonus action, unleash a wave of dream energy in the radius the aura covers. Once they do so, a dreamscape of the paladin's creation materializes in the physical world, trapping any enemy in the range of the aura. In this dreamscape, the paladin and their allies can materialize anything, and generate any environment. Anything made in this dreamscape disappears once the aura dissipates. Enemies can take damage in this dreamscape, and it lasts as long as the aura is active.
After activating the aura, the paladin is knocked unconscious for an hour, and can't activate the aura again until they finish a long rest
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Posted Mar 22, 2023This oath is outdated, look for the updated version, Oath of Dreams
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Posted Jul 2, 2021I don't know, whether that is intended, but the way your level 20 ability it worded, you activate it on your turn and all enemies have 4 levels of exhaustion. When the enemy starts it's turn, its speed is immediately set to zero as they gain a 5th level of exhaustion, making it impossible for any enemies without the ability to teleport to escape from your level 20 ability. One round later, the enemy is dead. This means, that you kill every enemy (including CR 30 enemies like Tiamat) in a 30 foot radius within 2 rounds without them being able to do anything about it outside of being able to teleport away, which seems a bit strong.
The idea itself is really cool though, I'd just have it start at a lower level of Exhaustion like 1 or 2. In that case, I'd no longer have the Paladin fall unconscious after.
The level 15 ability is interesting but a bit niche. Most enemies that can charm you have a high enough Wis/Int where the DM could rule, that they are smart enough to not attempt to charm/sleep a pally.
Very thematically fitting spell list, I like that one as well!