Base Class: Cleric
The gods of dreams dabble in the weaving of visions conjured in one’s sleep, from whimsical dreams, to disorienting visions, to horrifying nightmares. Because the realm of dreams is so fantastical and varied, many faiths place great importance in dreams. They can serve as messages from gods and angels, signs of one’s doubts in oneself (or others), and even omens of things to come. Gods of this domain teach that dreams must be considered carefully, regardless of how frivolous they may seem, for they are opportunities for reflection upon the dreamer and the paths they have taken - and those they may yet follow. Clerics of this domain help interpret strange visions, bring ease and comfort to frightened folk, and investigate the causes of psychic phenomena, such as hallucinations, charms, and widespread nightmares.
Deities of dreams include: Sehanine Moonbow, Savras, Istus, Skoraeus Stonebones, Deep Sashelas, Morpheus, Odin, and Caer Ibormeith.
Spell Level Spell
1st charm person, sleep
2nd calm emotions, phantasmal force
3rd fear, hypnotic pattern
4th confusion, phantasmal killer
5th dream, modify memory
Dreamer's Respite
At 1st level, you gain additional benefits from resting. You have an additional set of Hit Dice (d6) equal to your proficiency bonus. These Hit Dice do not count towards your Hit Dice maximum, and you regain all of these Hit Dice only when you complete a long rest.
In addition, as part of a short or long rest, you can enter a trance for 1 hour, in which you receive divine insight regarding your fate and that of other creatures. At the end of the trance, spend any number of Hit Dice granted by this feature and roll them. You and up to five creatures of your choice gain temporary hit points equal to the value of the dice rolled.
Rest for the Restless
Starting at 2nd level, you can use your Channel Divinity to put creatures into a deep sleep.
As an action, you raise your holy symbol and release calming, divine magic. Choose any number of creatures within 30 feet of you. Roll 5d4, add your Wisdom modifier, and multiply the total by your cleric level. For example, if you are a level 2 cleric with a Wisdom of 16 (+3 modifier), the final total is equal to (5d4 + 3) * 2.
When you have your final total, start with the creature that has the lowest current hit points. If the creature’s hit point total is lower than your final total, that creature falls unconscious. You then subtract points from the final total equal to the affected creature’s hit point total, then target the creature with the next lowest hit points. You continue affecting creatures in this way until a creature would not be affected.
A creature that falls unconscious cannot be woken up for 1 minute unless it takes damage, or until another creature uses its action to shake the creature awake. If a sleeping creature takes damage, it wakes up immediately. A creature can repeat its saving throw at the end of each of its turns, waking up on a success. A creature that wakes up from this sleep is immune to this Channel Divinity feature from you for 24 hours.
A creature with Legendary Resistance is immune to this Channel Divinity effect.
Lucid Dreamer
Beginning at 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. In addition, you gain the full benefits of a long rest, regardless of any effects which would normally prevent you from doing so, such as the effects of the dream spell, a wracking poison, or a rakshasa’s curse.
Invoke Nightmares
Also beginning at 6th level, you can inspire night terrors in the minds of slumbering creatures. As an action, you choose up to three unconscious creatures that you can see within 60 feet. Each creature must make a Wisdom saving throw. On a failure, a creature suffers 4d6 psychic damage, wakes up immediately (if it has more than 0 hit points), and is frightened of you. On a success, a creature takes half damage, wakes up, and is not frightened of you. If you are not in a frightened creature’s line of sight, it can make another Wisdom saving throw at the end of its turn, ending the frightened condition on a success.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1).
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Rest of Ages
Starting at 17th level, you can place sleeping creatures into a near-catatonic state, subjecting them to a vivid dream. As an action, you choose an unconscious creature within 60 feet of you that you can see. For 8 hours, the creature cannot be woken up unless it takes damage, until you use this feature again, or until you end this condition willingly (no action required). This condition can also be dispelled by a greater restoration or dispel magic spell (spell casting check DC equals your spell save DC).
When you use this feature, you can conjure dreams in a target’s mind, causing one of the following effects. You can affect a creature with this feature even while you or the creature are performing a long rest:
- Awakening: A creature’s awareness grows sharper, having gained focus after resting. When the creature completes a long rest, it gains advantage on ability checks and saving throws for 8 hours.
- Paranoia: A creature becomes terrified of horrible visions in its slumber. When the creature wakes up after 1 or more hours of sleep, it has disadvantage on saving throws against being frightened, and becomes frightened when it sees you, though it will not know why. This condition lasts for 8 hours, and ends early when you choose (no action required), when the creature is subjected to the remove curse spell or any effects that remove curses, or when you die.
- Restfulness: A creature gains restful sleep and becomes magically rejuvenated. While unconscious, the creature automatically succeeds on saving throws against the dream spell and other similar magics, and is unaffected by any wounds, poisons, or curses that would normally prevent sleep. When the creature completes a long rest, it is restored as if by the greater restoration spell, and it regains all spent Hit Dice.
- Restlessness: A creature tosses and turns in its sleep, unable to rest. A creature is unable to gain any benefit from a rest, and it suffers 2d6 psychic damage every hour while asleep. If this damage would reduce its hit points to 0, the creature is stabilized. The creature produces noises of distress in its sleep, alerting nearby creatures that might hear it.
Previous Versions
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