Cleric
Base Class: Cleric

To some there is nothing sweeter than sleep, the difference between dreams and nightmares can have an important effect on your day. Most races spend almost half their lives asleep and all the races need some form of rest, and all creatures understand its importance. Gods of sleep, night, dreams and nightmares all share the knowledge of the importance of rest and those who devote their time can harness this power to soothe allies and bring their enemies their greatest fears.

Dream Domain spells

Dreams Domain spells:

Level 1 Sleep, cause fear

Level 3 lesser restoration, calm emotions

Level 5 Catnap, Fear

Level 7 Divination, Phantasmal Killer

Level 9 Dream, greater restoration

Bonus cantrip

When you choose this domain at 1st level you gain the message cantrip if you don't have it already. Additionally, you can cast this spell on an unconscious creature and if they are sleeping you can wake them up abruptly.

Always dreaming

Also at first level, you gain the ability to rest without sleeping but sacrifice the pleasure of dreams. When you take a long rest you can choose to remain conscious and do minor tasks like reading or keeping watch and still gain all the benefits of a long rest. Additionally magic cant put you to sleep unwillingly.

Channel Divinity: Sleepwalking

Starting at 2nd level, you can use your channel divinity to move unconscious bodies. As an action, you can use your channel divinity to move an unconscious creature within 60 ft of you. The creature stands up and moves its movement speed in any way you choose as long as you can see it and then you lose control of them. If the creature regains consciousness or moves out of sight you lose control of them.  

Well Rested

At 6th level you gain the ability to enhance the rest of you and your allies. You and up to 6 allies gain temporary hit point equal to your cleric level + wisdom modifier whenever you and your allies finish a short or long rest within 30ft of you.

Divine Strike

At 8th level you gain the ability to infuse your strikes with nightmares themselves. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level this extra damage increases to 2d8.

Master of Nightmares

At 17th level you add the Weird and Maddening Darkness spells to your list of domain spells. Like your other domain spells, they are always prepared and they count as cleric spells for you.

Additionally, you are immune to psychic damage and you cannot be frightened.

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