Paladin Oath of Slumber v1

by Harkain

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Sacred Oath

Oath of Slumber

Please put down the sword, I can tell all you really need is a nap not a fight.

Paladins of the Oath of Slumber dedicate themselves to things you would not normally expect of a paladin, rest, slumber and in some cases even pure unadulterated laziness. Now, you might think that combining a group of people who wholeheartedly themselves to things with the idea of avoiding things seens rather paradoxical but that is why you are not a paladin of the Oath of Slumber. They understand that rest, rest is something that needs to be protected. It is something you need to fight for. Because if they do not protect the ability to rest, than they would forced to labour and there is no worse fate to a Paladin of the Oath of Slumber.

As you would expect, their mindset has lead paladins of the Oath of Slumber to be a rather eccentric group of people. Many will go out of their way to avoid work, even when that requires far more effort the actual work. Other's will sleep whenever they get the slightest chance, even if that means catching a few winks as someone is trying to cut them in half. The most extreme of them actively prevent those around them from doing anything other than rest. While many think their behaviour utterly insane, to an Oath of Slumber paladin it is merely part of their dedication to the sloth.

Tenants of Slumber.

Although the specifics of the Oaths of Slumber vary, in both wording and content, all paladins who utter them share these tenants.

Treasure your Slumber. Slumber and rest are the greatest aspects of your existence. Every opportunity to rest should be taken and every moment of rest treasured above everything else.

Preserve your Rest. The ability to slumber is a tenuous gift. If you do not actively guard such precious moments they will be lost to you forever.

Protect the Tired. No individual should be forced to work when they have no desire to. You strive to those who want to rest, do so when they wish. Their is no greater happiness than the happiness found in slumber.

Oath Spells

As your ability grows so do will your access to magic. You gain oaths spells at the Paladin levels listed.

Oath of Remembrance Spells
Paladin Level Spells
3rd Disguise self, Sleep
5th Calm Emotions, Invisibility
9th Catnap, Slow
13th Private Sanctum, Resilient Sphere
17th Dream, Hold Monster

Channel Divinity

For a brief period of time you're able to channel the divine power of your faith. At level 3, you gain the following 2 channel divinity options.

Protected Rest. When you are about to take a long rest you can spend 10 minutes to use your channel divinity to protect the slumber of your allies. When you use this ability, you can affect a number of creatures up to your charisma modifier and the creatures will be affected until either the end of the long rest or after they have taken damage. When creatures are affected by this ability attacks against them while they are unconscious and prone no longer have advantage or automatically crit. Additionally, they no longer automatically fail physical saving throws

Impose Lethargy. You select one creature within 30ft that is capable of sleep and impose them your eternal sense of lethargy. The creature then needs to make a charisma saving throw against your spell save DC. On a success their movement is reduced to 0, on a fail they also lose their reaction.

Aura of Weariness

Beginning at 7th level your mere presence reminds all your foes of their desire to rest. Hostile creatures that start within or enter on their turn a 10ft radius around you have their movement speed halved and disadvantage on dexterity saving throws. At 18th level the radius expands to 30ft.

Slumber

Beginning at 15th level your devotion to Slumber has grown enough for you to cease rest in even the briefest of moments. You can now use your action to slumber. When you choose to slumber your movement drops to 0 for the rest of your turn and you lose your reaction and bonus action. Additionally, if you have used your bonus action you cannot use the slumber ability. While slumbering you become unconscious but you do not fall prone. However, you do not automatically fail saving throws nor do attacks have advantage and automatically crit on a hit. You can also maintain concentration on spells while unconscious due to Slumber.

When you slumber all hostile creatures within 30ft must succeed on a wisdom saving throw against your spell save DC. On a success they lose their reaction and their movement reduces to 0. On a fail, they fall unconscious for 1 minute, awakening only if a creature uses it's action to awaken them or they take damage. Additionally, upon completing a Slumber, you regain hitpoints equal to your paladin level, all conditions on you end.

You can use the slumber ability twice per long rest.

Emissary of Sloth

Upon reaching level 20 you have became a preacher of sloth to all those around you, slashing productivity and boosting procrastination with your mere presence. Once per long rest you can use your bonus action exude your utter desire to avoid drudgery upon all those around you. For 1 minute all hostile creatures within 10ft of you have the following effects apply to them as long as they remain within 60ft of you.

  • Disadvantage on skill checks
  • Concentration for spells is lost
  • Creatures with the multiattack ability have their number of attacks reduced by 1.
  • Disadvantage on saving throws.

Cut stuff

Cut channel divinity As an action you allow creatures forced to work well beyond their point of final exhaustion to sleep. You select a number of creatures equal to your charisma modifier that are either undead, constructs or magically compelled to fight you. These creatures then need to make a wisdom saving throw against your spell save DC. On a success nothing happens. On a fail, the creature drops unconscious even if they are normally immune to that condition. The effect ends if 1 minute passes, the creature takes damage or becomes the target of a spell or attack.

 

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