Base Class: Cleric
Sleep is a universal necessity for most beings within the inner planes, and the gods of sleep hold sway over this essential state of rest. These deities view sleep as a source of peace and restoration, while dreams serve as a bridge to the divine and a reflection of one’s innermost self. Clerics of the Sleep Domain dedicate themselves to fostering tranquility, ensuring that no rest is disturbed. Others may embrace a darker interpretation, using their divine gifts to deliver eternal slumber to those they deem deserving.
Comfy Pajamas
Who needs plate mail when you have the coziest pajamas in existence? Blessed by the realm of dreams, your sleepwear offers protection that would make any adventurer jealous. When you aren’t wearing any armour or wielding a Shield, your base Armour Class equals 10 plus your Dexterity and Wisdom Modifiers.
Tag Along
Tag Along Starting at 3rd level, as an action, you can choose a willing creature within 30 feet of you and magically cling to them, hovering beside them. For 1 minute you are linked to them.
- The creature gains a +1 bonus to AC and saving throws.
- Whenever the creature restores hit points add your wisdom modifier to the hit points healed, and you heal for half the total hit points restored.
- You cannot take the attack action or cast a spell that requires a spell attack roll while using tag along, and you gain the benefits of the dodge action.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Channel Divinity: Slumber
As a magic action, you present your Holy Symbol and expend a use of your Channel Divinity to cast the sleep spell at one level lower then your highest spell slot level targeting one creature within range. When you cast sleep this way, treat the hit dice rolled as if it were the maximum instead of rolling.
Eternal Slumber
When you use your Channel Divinity to cast the sleep spell you add two times cleric level to the roll, and any creatures you put to sleep via slumber cannot be woken until the start of your next turn. Additionally your slumber ignores a creatures natural immunity to being put to sleep by magical means
Veil of Dreams
When you reach 6th level, you gain mastery of magical sleep. When you cast the sleep spell using a spell slot, You change the hit dice rolled to a d10. In addition, you may choose the order in which creatures within the spell’s areas are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets. You have advantage on saving throws against illusions and you cannot be put to sleep by any means against your will.
Dreamwalk
By 17th level, you can step through the world of dreams. In a ritual requiring 1 minute of concentration, choose a creature known to you that is currently sleeping on the same plane as you. You can become a messenger in the creature’s dreams, as per the spell dream, though you cannot make the messenger appear monstrous and terrifying. You can then teleport to the creature’s bedside.
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