Base Class: Cleric
Clerics of this domain channel the power of dreams.
Dream Domain Spells
Cleric Level: Spells
1st Level: Sleep, Alarm
3rd Level: Moonbeam, Phantasmal Force
5th Level: Catnap, Blink
7th Level: Hallucinatory Terrain, Giant Insect
9th Level: Dream, Awaken
Sweet Dreams
When you choose this domain at 1st level you gain an improved ability to put creatures to sleep. Whenever you cast the sleep spell, you may reroll any 1s or 2s when determining the amount of HP you can put to sleep. Additionally, you may choose to put creatures half-asleep. You cause this effect, you only need to have your roll equal half of the creatures remaining HP. Creatures who are half-asleep have disadvantage on all ability checks, attack rolls and saving throws. This effect lasts until the end of their next turn.
Channel Divinity: Haze
At 2nd level, you may use your action to channel divinity and surround creatures in a dream-like haze. You can surround a number of creatures equal to your wisdom modifier (minimum 1) for one minute. Any attacks against a creature surrounded by the haze are made at disadvantage. Additionally, anyone who interacts with a creature surrounded by the dream-like haze has a difficult time remembering them and must make a wisdom saving throw against your cleric spell save DC to remember specific details. This does not affect any prior or subsequent interactions.
Deep Sleep
At 6th level, the charm of sleep spells is harder to break. Whenever a creature who has been put to sleep by spells such as sleep or catnap takes damage, they must succeed on a wisdom saving throw against your cleric spell save DC in order to wake up. Creatures who have been put half-asleep by your sleep spell must succeed on a constitution saving throw against your cleric spell save DC at the end of their turn to shake off the effect. If a creature is still half-asleep after three turns, they fall into a slumber as if they had been fully affected by your sleep spell.
Potent Spellcasting
Starting at 8th level you may add your wisdom modifier to the damage with any cleric cantrip. Additionally, you may add double your wisdom modifier to the HP roll for the sleep spell.
Dream-Like Essence
At 17th level, creatures surrounded by your dream-like haze become less attached to the material plane. Creatures surrounded by your haze channel divinity ability can cast the misty step spell even if they have no spellcasting ability. Each creature can only do this once per long rest.
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