Cleric
Base Class: Cleric

Gods of the cosmic domain guide wanderers, and seekers that look to the stars for answers. These deities typically do their work in the dreams of mortal beings. Whether it be consuming the dream, birthing a nightmare, or protecting the dream. Clerics of theses deities can be found guiding a dream in the right direction, slaying predators of dreams, or ensuing nightmares. Since clerics of this domain can be found taking wildly different sides with a dream, there often dissent among their ranks. Duels are a normality on the job for these clerics. Deities of this domain may include Caiphon, Dendar, Selune, Ishtar, and Savras.

Guidance of the Cosmic

When you choose this domain at 1st level, you gain the guidance cantrip. This cantrip doesn’t count against the number of cleric cantrips you know. For you, the range of this cantrip is 60 feet.

Psychic Armor

Also at 1st level, As an action you can touch a willing creature who isn't wearing armor, and a protective holy force surrounds it until the spell ends. The target's base AC becomes 12 + its Wisdom modifier. Additionally the target gains resistance to psychic damage for the duration. The spell ends if the target dons armor or if the target’s hit points drop to 0. This feature lasts for 8 hours, and can’t be used again until after a long rest.

Channel Divinity: Cosmic Presence

At 2nd level, you can use your channel divinity to incite dreams and nightmares.

As an action, you present your holy symbol and manifest an icon of your deity above a target. Choose a creature that can see you within 30 feetof you. Roll 4d12; the total is how many hit points of the target this feature can affect. If the target’s current hit points are equal to or less than the roll, then it becomes Frightened, or falls Unconscious (your choice) until the end of its next turn. While Frightened, the target must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the target ends its turn in a location where it doesn't have line of sight to you, the Channel Divinity ends.

Undead and Constructs aren’t affected by this feature.

Blessed Recovery

By 6th level, you can regain some of your holy energy through communion, and prayer to your deity. During a short rest, you choose expended spell slots to recover. The number of spell slots you can regain is equal to 1+ your Charisma modifier (minimum of 1), and none of the spell slots can be higher than 5th level. You can’t use this feature again until after a long rest.

Potent Spellcasting

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

Embrace of the Cosmic

At 17th level, your faith and devotion to your deity has granted you Immunity to Charming, and Frightening effects. Additionally you gain resistance to psychic damage

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