Note: This spell uses the Goddess Ereshikal, a Goddess of Death as the base. If you wish to allow a different deity to appear when using Plane Walker, work with your DM to determine which god may appear, and their mannerisms. The god doesn't have to be native to the Astral Plane, but it is recommended for the spell.
When you go to sleep as part of a long rest, you can choose to instead enter a state of Deep Meditation. You can choose one of the following below, but cannot heal any further than half your max hit points.
Dream Walker: You project your consciousness into the mind of another sleeping creature, appearing in their dreams until you decide to leave, or either party wakes up. You are able to talk and communicate as if you were physically present, but any attempt to initiate combat will result in both parties waking up. You can choose to take a new form by rolling a Wisdom (Deception) check versus the other creature's Wisdom score. On a success, you can shift your form into any Medium humanoid creature of your choice.
You, as well as the other party, remembers the dream and your presence in it, but must make an Intelligence (Arcana) check to determine that it was more than just a vivid dream. If you altered your form in any way, this check can also allow them to determine it was you, versus your Spell Save DC.
Plane Walker: You project your soul into the Astral Plane and are able to commune with any spirits there, as well as call upon Ereshikal, a Goddess of Death, herself. While in the Astral Plane, you can roll percentile dice to speak to Ereshikal or spirits directly. Any attempt to attack either the deity or a spirit results in you immediately taking 4d10 +12 psychic damage as you are forced from the Astral Plane and back into your body. You are woken up by this, and cannot gain any benefits from rest for 24 hours.
If you choose to commune with a deity, roll percentile dice. If you roll a number equal to or lower than your cleric level plus fifteen plus your wisdom modifier, then Ereshikal, a Goddess of Death, appears to converse with you. The higher the number you rolled, the more agitated she is about being disturbed. You can speak to her a maximum of 1 hour, and the conversation is run as it would on the Material Plane.
If you choose to speak to spirits on the Astral Plane, roll percentile dice. If you roll a number equal to or lower than your cleric level plus thirty plus your wisdom modifier, then a spirit appears to speak with you. The DM decides who the spirit is and how they interact with you. You can speak to the spirit for a maximum of 4 hours, and the conversation is run as it would on the Material Plane.
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