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## Oath of Dreams Paladins who follow the oath of dreams aspire to achieve an goal they set for themselves. They live in a world of their own, where everything is possible if they work hard enought for it, and this fiction is starting to blend with reality as they grow in power. In battle, they recklessly unleash everything they’ve got, all at once, in an unrelenting pursuit of ambition. ### Tenets of Dreams As a paladin of Dreams, you follow the following tenets **~~Delusion~~Confidence** - never be ashamed of following your dream, no matter how immature others may call it **Inspiration** - show others the path towards achieving their dreams, and convince them to follow that road **Aspiration** - dreams can only be achieved with hard work **~~Stubborness~~Determination** - never back down when facing an obstacle that stands in the way of your dreams #### Oath spells You gain oathspells at the levels listed below * **3rd level** Charm person, Zephyr Strike * **5th level** Enhance ability, Alter self * **9th level** Beacon of hope, Conjure barrage * **13th level** Confusion, Hallucinatory terrain * **17th level** Awaken, Dawn ### Channel divinity When you take this oath at 3rd level, you gain the following two channel divinity options: * *Binding oath* - as an action, you can use your channel divinity to recite an oath or speech you truly believe in. For the next minute, your confidence causes you to empower strikes even before they hit – whenever you wish to use a divine smite, you must declare thus and expend a spell slot before making an attack roll, but if you hit the divine smite will deal an additional 2d8 radiant damage * *Inspiring belief* - as a reaction to your ally failing a saving throw against a spell or magical effect, you may use your channel divinity to shout that you believe in them, granting a +5 bonus to that failed save and potentially turning it into a success ### Aura of Ambition At 7th level, your aura is improved to protect future heroes from untimely death. At the start of your turn, you grant temporary hitpoints equal to your charisma modifier to all creatures of your choice within 10ft of you, which are lost at the start of your next turn. At 18th level, the range of this aura increases to 30ft.
### My friends Starting at 15th level, you may select one ally. Until you choose another, or dismiss it at will, both of you always benefit from the „Warding bond” spell, regardless of distance. ### I swear on my name, this dream shall pierce the heavens! At 20th level, you become capable of manifesting all your hopes, dreams and ambitions, and upon reciting an oath as an action, for the next minute you manifest a spear of Heaven Piercing. This spear has the following modifiers: * It's wielder gains a 60 feet flying speed * It's a two-handed weapon * When you make an attack with it, you cannot benefit from any features, spells or items that’d allow you to make multiple attacks or make an additional attack as a bonus action, but you add proficiency bonus and both your strength and charisma modifier to the attack roll * When you hit with that spear, you expend any number of spell slots in order to determine it’s damage (Base damage: strength modifier + charisma modifier, 1st level spell slot: +2d10, 2nd level spell slot: +4d10, 3rd level spell slot: +6d10, 4th level spell slot: +8d10, 5th level spell slot: +10d10). You can spend a maximum of 10 combined spell levels in one attack, and must spend at least one. * This spear deals radiant damage, ignoring both resistance and immunity to this damage type. When it is summoned, you can choose to infuse one magical weapon you’re wielding into it, granting the spear all benefits of that weapon other than damage (The weapon is returned to you once transformation ends). Once you have no spell slots remaining, you're forced to end the transformation early. You can also end it at will. Once you use this feature, you can't do so again until you finish a long rest. ### by Starhal/Lahrat