Cleric
Base Class: Cleric

Dreams is a powerful tool. Some use it for good, others ill.

Dreams Domain Spells

Cleric Level Spells

1st

Cause Fear, Dissonant Whispers

3rd

Detect Thoughts, Phantasmal Force

5th

Catnap, Hypnotic Pattern

7th

Hallucinatory Terrain, Phantasmal Killer

9th

Dream, Scrying

Dream Scape

You can use your dreams to inflict additional pain on your enemies. Whenever you deal Psychic damage, you deal an extra damage equal to your cleric level. You also gain Vicious Mockery as a cantrip.

Dreams of Peace

You use your dreams to enhance your magic. At the end of a long rest, you can select one of your first level domain spells as a Dream Spell. You can cast a Dream Spell without using a spell slot and it does not require verbal, somatic, or material components (unless the material has a gold piece cost)  once until the end of a long rest.

At fourth level, you can select a second level domain spells as your Dream Spell.

At seventh level, you can select a third level domain spells as your Dream Spell.

At tenth level, you can select a fourth level domain spells as your Dream Spell.

At thirteenth level, you can select a fifth level domain spells as your Dream Spell.

Channel Divinity: Nightmare

Starting at 2nd level, you can use your Channel Divinity to cause a Nightmare.

You can present your holy symbol and evoke dream energy through to an enemy within 30 ft. causing a nightmarish vision to distract them. As a reaction, you can impose disadvantage on attacks made by an enemy within range for one round. This ability can be enacted after the roll is rolled but before knowing the result.

Dream Bond

Beginning at 6th level, you can infuse an ally with your dream energy. You can use a bonus action, you can touch an ally and make that ally immune to one of the following effects (ending that current effect):

  • One effect that blinded, deafened, paralyzed, or poisoned the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

You and your ally are also resistance psychic damage for one minute. You and your ally lose this resistance if either fall unconscious. You cannot use this ability again until you lose your psychic resistance. At sixteenth level, you an your ally becomes immune when you use this ability.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Dreams Awaken

Starting at 17th level, once per long rest, as an Action, you can touch an ally and grant your power of dreams. Your ally has advantage on all Saving throws and all mental skill checks. They also gain immunity to psychic damage and cannot blinded, deafened, paralyzed, poisoned, or be put to sleep. Any melee attacks against this creature must make a Wisdom saving throw or be frightened of your ally. On a success, a creature is immune to the fear. This effect last for one minute. 

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