Base Class: Cleric
Additional Spells
Level One: Sleep, Illusory Script
Level Three: Fear, Hypnotic Pattern
Level Five: Dream, Mislead
Level Seven: Prismatic Spray, Mirage Arcane
Level Nine: Weird, True Polymorph
Hush Little Baby
Beginning at 1st level when you choose this domain, you can, once a day, touch one willing creature. This creature then gains all the benefits of a long rest, aside from healing.
Channel Divinity: Now I Lay Me Down To Sleep
Starting at 2nd level, you can use your Channel Divinity to make a creature slow and sluggish.
Choose a creature you can see with an INT score. That creature must make a WIS saving throw vs. your Spell Save DC. If they fail, their speed is halved and they can only take one action or one bonus action for two minutes
Channel Divinity: Lucid Dreamer
Beginning at 6th level, you can use your Channel Divinity to instantly create illusions that seem intimately real. You can create a highly-detailed illusion of a Huge or smaller creature or object, which will fool every sense but touch. You can also use this to create sensations without an image, such as a burning sensation in the groin. To see through this illusion, any creatures who do not already know it isn't real (i.e., creatures you inform of this), must make a Perception check vs. your Spell Save DC.
If you use this feature to create an unpleasant or harmful sensation, i.e., an acrid smell or a painful stabbing feeling, you can choose to have the targets (up to four) make a WIS save. On a success, they take no damage. On a failure, they take 1d4 of psychic damage.
Divine Strike
Beginning at 8th level, you can infuse your attacks with the magic of dreams. Whenever you hit a creature with a weapon attack, you can add 1d8 Psychic damage. At 14th level, this increases to 2d8 Psychic damage.
Dreamwalker
At 17th level, you gain the ability to walk into the dreams of others, or to bring others into your own dreams. Choose a creature known to you that is on the same plane of existence, with an INT score of at least 6. If they are unwilling to permit you into their dream, you must make a WIS save vs. their Spell Save DC.
When in your own dreams, you have total mastery of the landscape, objects, and conditions around you. When in other's dreams, if they are unwilling, you make a WIS check, contested by theirs. The one with the higher check gains control of the dream.
While in a dream, you can manipulate objects and surroundings to send messages, provide comfort, or do damage. In dreams, you deal 1d8 Psychic damage, ignoring Resistance but not Immunity, per your WIS modifier, plus your Spell Attack Bonus (for example, a level 8 Cleric with a score of 20 in WIS would deal 5d8+8 Psychic damage). A creature dealt damage in this state cannot gain the benefits of a long rest.
A creature or character brought to 0 HP in this dream state is not considered dead, but rather, under an effect similar to that of the spell Feeblemind: their INT and CHA scores drop to 0 and they are catatonic (unable to speak, cast spells, or move more than 5 ft. under their own power). This effect can be ended by a Wish spell or a Greater Restoration spell cast with a slot of at least 7th level.
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