Base Class: Cleric
Clerics dedicated to the God Celamine follow the dream domain. Since Celamine's disappearance and now reemergence Clerics dedicated to him have become almost extinct except a few that the held on to his memory through the scraps of his divine power littered in the sea of dreams. Now celamine has awoken everyone has begun to remember his impact on the world and what he stands for and his Clerics are now stronger than ever. Maybe with their newfound power they can bring more people under their gods worship and return him to his former full powered glory.
psychic blessing
At level 1 when you take this subclass you draw upon the power of dreams and nightmares and gain the ability to perform various psychic abilities. As an action you can spend any level spell slot you have to perform feats of psychic power. This includes:
dream bolt: you fire a bolt of psychic energy from your hand at a target creature within 60ft of you. if it hits the target the bolt deals an amount of d6 equal to the spell slot level used to perform the psychic feat.
reaching mind: You can speak telepathically to any creature you can see within 20 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. The creature can also respond back to you telepathically. The distance of this psychic feat increase by 10ft equal to level of spell slot spent to use it.
psychic speed: you telekinetically enhance the movement speed of your body. your movement speed increases by 10ft equal to the spell slot level you spent to use this psychic feat.
natural influencer
At 1st level you gain proficiency in deception, persuasion and performance checks.
channel divinity: dream burst
At 2nd level as an action you use divine power to manifest two large bird wings one colored pink and one colored black. You gain a flying speed equal to your walking speed for 10 minutes. When you manifest your wings you may also choose exert a blast of force pushing creatures close to you away from you. each creature within 1oft of you must make a strength saving throw equal to your spell save dc or be pushed 10ft from you.
dream energy
At 6th level whenever you hit someone with your psychic bolt psychic feat they now haft to make a wisdom saving throw equal to your spell save dc or be put to sleep. You now also have resistance to psychic damage.
celamines stare
At 8th level as an action on your turn you can look directly into target creature within 5ft of you's eyes. that creature has to make a constitution saving throw equal to your spell save DC or be inflicted with fear or blindness or deafness or 1 level of exhaustion. If a creature has no eyes or is already blinded this ability cannot cause them to become blind or deaf but can still give them 1 level of exhaustion. you can use this ability equal to your proficiency bonus per long rest.
dream master
At 17th level you have the power to manipulate people through their dreams. If a target creature within 30ft of you is currently unconscious, you can use a bonus action to telepathically give them commands which they will carry out immediately as a reaction after you have given it to them. It doesn't matter if the command harms the target the target will still carry it out. You lose control of the target if the target is awakened from being unconscious weather that be through healing or be woken up through damage. you also can give yourself a +3 bonus AC whenever you use one of your psychic feats.
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