Base Class: Cleric
dissonant whispers, sleep
mirror image, phantasmal force
fear, phantom steed
phantasmal killer, raulothim's psychic lance
dream, geas
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in the intimidation skill Your proficiency bonus is doubled for Charisma(intimidation) checks.
Dream Blade
Also starting at 1st level, you can knock people out into a dreamy stupor.
Once per turn, when you hit a creature that is not a construct or undead with a melee attack, you can expend a spell slot of 1st level or higher to make them fall asleep. Roll the damage and add 3d8 plus 1d8 per spell level expended. Instead of taking the damage, compare the total from the roll to their hit points. If you roll higher, the creature falls unconscious until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If you roll lower, the spell slot is expended, but the creature takes damage as normal (without the additional d8s).
Additionally, you have a pool of d8s equal to your level. You can expend up to 5 of them to add them to the sleep attempt. You regain all dice when you finish a long rest.
Channel Divinity: Induce Fear
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and make yourself appear as a terrible nightmare. As an action, creatures of your choice within 30 ft. of you to make a Wisdom Saving Throw. On a failure, they become frightened of you for 1 minute. The creature can repeat the saving throw if they take damage from someone other than you, ending the effect on a success. This ignores immunity to being frightened for undead and fiends.
Sleep Paralysis
Beginning at 6th level, creatures frightened of you who start their turn within 30 ft. must succeed on a Wisdom saving throw or have their speed reduced to 0.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with terrifying energy. 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, the extra damage increases to 2d8.
Sleeper Agent
Starting at 17th level, you can take over sleeping bodies to do your bidding. You can target unconscious creatures with enchantment spells forcing them to take a certain course of action, such as suggestion or geas. They automatically fail the saving throw(s) of the spells and remain unconscious, but they can move, attack and do manual tasks as normal. They are aware of their actions and will rationalize their actions as if it were a dream. If the creature becomes conscious again the spell ends, regardless of the duration or concentration. Ending the spell does not end the unconscious condition.
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