Cleric Subclass: Dream Domain
Dreams are a powerful thing, they inspire creation, fear, change, and they are infinite in their possibilities. Not satisfied to simply marvel at their influence, you have dedicated yourself to the creature that controls its realms, the master of the dreaming and its personification.
Domain Spells
Cleric Level |
Domain Spells |
1st |
Silent Image, Sleep |
2nd |
Detect Thoughts, Phantasmal Force |
5th |
Major Image, Wall of Sand |
7th |
Hallucinatory Terrain, Phantasmal Killer |
9th |
Creation, Dream |
Watchful Dreamer
Beginning at 1st level, you remain lucid in your slumber. While you sleep you can't be surprised, nor does sleeping give you disadvantage on perception checks.
Illusion Crafter
At 1st level you gain the minor illusion cantrip. This counts as a cleric cantrip for you.
When you cast this cantrip, you can create a sound and an image in a single casting.
Channel Divinity: Step of the Sandman
Starting at 2nd level, you can use your Channel Divinity to move yourself out of harm.
As an action, you channel your power through sand that you blow or spill from your hand, and you teleport up to 60 feet to an unoccupied space you can see.
Immediately after you disappear, each creature within 10 feet of the space you left must make a Wisdom saving throw, becoming unconscious until the start of their next turn on a failed save.
Soul of Slumber
Starting at 6th level, your manipulation over sleep grows. When casting the Sleep spell you treat the spell as if you are using a spell slot of one higher.
In addition, you have become immune to the influence of others. Magic can’t put you to sleep unless you let it.
Blessings of the Dreaming
Reaching 6th level, you find yourself bringing things back with you from the dreaming.
When you complete a long rest, you find one of the following, of your choice, on you:
- One item from the adventuring gear section.
- One common magic item, that doesn’t require attunement.
At 12th level, you are able to bring 2 items back with you.
Potent Spellcasting
Starting
at 8th level, you add your Wisdom modifier to the damage you deal with any
cleric cantrip.
Nightmare Realm
At 17th level, you gain the ability to plant fear into the minds of your enemies. Seeding phantoms of horror behind their eyes.
As a reaction at the start of your turn, you force every creature of your choice, who can see you, to succeed a Wisdom saving throw against your Cleric spell save DC. On a failed save, the creature takes 4d10 Psychic damage and has disadvantage on all saving throws until the start of your next turn.
Once you have used this ability you must complete a long rest before using it again.
Realm of Dreams
Also, 17th level, you gain the ability to give hope to your allies, even when it seems like there is none.
As a reaction at the start of your turn, every creature of your choice, who can see you, gains temporary hit points equal to their level + your Wisdom Modifier.
In addition, they have advantage on all saving throws until the start of your next turn.
Once you have used this ability you must complete a long rest before using it again.
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