Oath of Nightmares in Ah'shi'berö | World Anvil
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Oath of Nightmares

-Oath of Nightmares-

  Bonus Proficiency: Insight or Intimidation   Bonus Cantrip: When choosing this domain, you gain the Minor Illusion cantrip if you don't already have it.  

-Oath Spells-

  Paladin 3rd Know Fear / Any 1st level spell from the Paladin spell list   Paladin 5th Level: Sleep Paralysis / Any 2nd level spell from the Paladin spell list   Paladin 9th Level: Invoke Worry / Any 3rd level spell from the Paladin spell list   Paladin 13th Level: Esokan Bolt / Any 4th level spell from the Paladin spell list   Paladin 17th Level: Spare the Sleeping(Divine Exclusive) / Any 5th level spell from the Paladin spell list    

-Follower of Nightmares-

  You only need 4 hours of sleep to get a long rest.    

-Channel Divinity Options-

  • Waking Nightmare: Starting at 3rd level, you can use your Channel Divinity to inflict waking nightmares on a creature within 30ft of you that you can see. If the target fails the DC check they become Frightened of you for 1 + your Wisdom modifier rounds. Increase the number of rounds by 1 at 8th, 13th, and 18th level.     • Lingering Nightmare: Beginning at 6th level you may, while you sleep, preform a ritual where you enter the dreams of another creature and bring ruin. You must have a piece of the creature and know their given name to be able to perform this ritual. A lock of hair, a scale, a vial of tears, a tooth, or a vial of blood are all sufficient. Place the piece of the creature in the center of your Dream Catcher holy symbol and rest the holy symbol under your pillow or over your heart. You must be sleeping at the same time as your target.   Their dreams are filled with nightmares which affect them the following day. Declare one type of roll. Attack, Hit Dice, Saving Throw, Skill Check, or Ability Check. Subtract your Proficiency Bonus from the first roll of that type the following day. Increase the number of roll types you can choose from by 1 at 10th, 14th, and 18th level.   A creature affected by the effects of Lingering Nightmare cannot be affected by it again until they get another night’s sleep.  

-Prison of One’s Mind-

  Starting at 15th level, when you smite a target, you can change the damage to Psychic damage. If you do the creature makes a Charisma Saving Throw vs your Spell DC. On a successful save nothing happens. On a failed save they are sent reeling into the recesses of their own mind as they are assaulted with all their worst fears. While in their mind they are Incapacitated. Any additional non-psychic damage done to them will snap them out of this effect. At the start of the creature’s turn it makes another Saving Throw vs this effect.    

-As Asleep, So Awake-

  Starting at 17th level, as the Divines of Dreams and Nightmares warp all within their realm as they please you are now able to bring a fraction of that power into the waking world. Each time you sleep you can do one of the following:   • Switch any skill proficiency you have with one you do not.   • Gain an Immunity to a non-magical damage type.   • Rearrange your Stats on a 1 to 1 bases up to 5 points from their original number. Stats, before feats, cannot go above 22 due to this effect. Stats cannot go below 7 due to this effect.   Each time you sleep you may choose another ability to activate. You can only have one of the above abilities active at a time. You must sleep at least 4 hours to be able to use this effect.   This ability is considered a Reality Warping effect and cannot be reversed by any means other than using this ability again, a Wish spell, Artifact, or a Divine class being.

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