Cleric
Base Class: Cleric

Hastir, Yog-Sothoth, Azathoth, all gods in their own right, but their brand of divinity is alien to other pantheons. Just as well, the clerics of the Eldritch Domain are often alien in their communities, but serve a vital role in the world as a whole.

Domain Spells

1st: Sleep, Tasha's Hideous Laughter

2nd: Detect Thoughts, Enthrall

3rd: Clairvoyance, Sending

4th: Dominate Beast, Evard's Black Tentacles

5th: Dominate Person, Telekinesis

Eldritch Inluence

At 1st level, you gain access to the cantrips Eldritch Blast and Message, which count as cleric cantrips for you and do not count against the cantrips you know. You also gain proficiency in Arcana if you do not already have it.

Dreaming Inquiry

At 2nd level, you can use Channel Divinity to delve into a creature's dreams as long as they are unconscious and within 5 ft of you. While you are in this state, you are also unconscious. You have ten actions during this time, and the actions do alter the dream you are in. You can use these actions to give commands, to alter the dreamworld in one specific way, or to ask a question. However, if you ask questions, the answers may be cryptic, as they are being told or interpreted within the dream. If the target feels that the dream is a sign of some kind that danger is approaching or a command to do something, they must make a Wisdom saving throw when they wake up equal to your spell save DC or follow their belief in this dream. If the person wakes up within one minute of you using this ability, the number of actions you may take is reduced by one question for every six seconds lost. Once the target wakes up, they have a 10% chance of remembering you in the dream.

Channel Divinity: Unfathomable Presence

At 6th level, as an action, you can use your Channel Divinity to target a number of creatures equal to your Wisdom modifier that can see you. Targets must succeed on a Charisma save equal to your spell save DC or be Frightened or Charmed, your choice. This effect lasts for one minute, and affected creatures can repeat their saves at the end of their turns.

Potent Spellcasting

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

Cause Madness

At 17th level, you are able to influence the mind of another creature. Once per long rest, you can use an action to target one creature who can see you that has a mind. The target must make a Wisdom saving throw against your spell save DC. On a failure, the target is subjected to a short-term Madness. At the end of the duration, the effect ends, the target remakes the saving throw, and if they fail again, they are subjected to a long-term madness. Once that duration ends, its effect ends again, and if they fail another saving throw, then they are subjected to an indefinite madness.

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