Cleric
Base Class: Cleric

Gods of sleep emphasize the slumbering world as a key counterpart to the waking one. To them, sleep provides not only restfulness but a way to make sense of one's life through the medium of dreams. Gods of sleep favor nonviolent solutions, although they are not above acts of trickery, using dreams as a battlefield. Their clerics use sleep to protect and assist their allies. Clerics of the Slumber Domain also use sleep to weaken their enemies, leaving them susceptible to their own or their allies' attacks. Deities of slumber include Breksta, Caer Ibormeith, Hypnos, and Morpheus.

Slumber Domain Spells

You gain domain spells at the cleric levels listed in the Slumber Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells

1st

silent image, sleep

3rd

calm emotions, silence

5th

catnap, Leomund's Tiny Hut

7th

hallucinatory terrain, Mordenkainen's Private Sanctum

9th

dream, hallow

Hush Hush

As someone who deeply appreciates sleep, you have learned how to quietly communicate to those around you.

When you choose this domain at 1st level, you gain the Message cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Hit the Hay

Starting at 1st level, you can make the most of even your briefest of naps, and your restful spirit helps put your allies at ease. If you or any friendly creatures within a 15-foot radius of you during the short rest regain hit points at the end of your short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.

Additionally, any time you complete a short or long rest, you and any friendly creatures who were within a 15-foot radius of you during the short or long rest gain temporary hit points equal to 1d4 + your Wisdom modifier.

Channel Divinity: Burnout

Starting at 2nd level, you can use your Channel Divinity to send a powerful wave of fatigue over an enemy.

As an action, you choose one creature you can see within 30 feet of you to make it feel the full weight of its weariness. The targeted creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature failed its save, it takes a level of exhaustion. At the end of each of its turns, the creature can attempt another Wisdom saving throw to break from this effect. For each successive failed save, the creature takes an additional level of exhaustion. The affected creature retains all levels of exhaustion it has accrued, even if it succeeds on its Wisdom saving throw to stop gaining more levels of exhaustion.

Hibernation

Starting at 6th level, you can put a willing creature into a protective state of deep sleep. As an action, you can touch a willing creature and instantly make it go to sleep. The affected creature does not need to eat, drink, or breathe, and it is immune to disease. It also gains a bonus to their AC equal to your Wisdom modifier while in this state, and attack throws against the affected creature do not have advantage. The affected creature also gains temporary hit points equal to 5 times your cleric level. The affected creature will awaken naturally in 1d100 days, or if another creature shakes it awake with the intention of waking the affected creature. The affected creature will not wake up when it takes damage.

Potent Spellcasting

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

Mr. Sandman

Starting at 17th level, you have obtained such a mastery over sleep that you can force even the mightiest of creatures to fall into a deep slumber.

As an action, you choose one creature you can see within 60 feet. The creature must make a Wisdom saving throw. On a success, the creature cannot be targeted by this feature for 24 hours. On a failure, the creature falls asleep, becoming unconscious for 1d4 rounds. The creature will awaken if it takes damage.

Once you use this feature, you cannot use it again until you finish a long rest.

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