Dream Cleric
Hit Points
Hit Dice: d8 per Dream Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiences
Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Overview & Creation
The realm just beyond the veil is a mystery to most, the realm of spirits and dreams just beyond the waking eye. You know this land, you have walked it's smoking ever-changing depths. You have seen into the dreams of your fellow kin, you have seen their true selves and it has taught you of the nature of the world.
Class Features
Domain Spell
At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Sleep, Cause Fear
3rd - Darkness, Mirror Image
5th - Catnap, Phantom Steed
7th - Fabricate, Phantasmal Killer
9th - Dreams, Legend Lore
Bonus Cantrip
You gain a cantrip of your choice from the bard or druid spell list. For you, they count as cleric cantrips.
Restful Spells
Whenever you would cast a spell of first level or higher that would target your allies, heal them for a number of hit points equal to the spell's level.
Divine Domain Feature
At 2nd level, you gain the following feature from your Divine Domain.
Channel Divinity: Day Dream
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Divine Domain Feature
At 6th level, you gain the following feature from your Divine Domain.
Dream Form
As a bonus action, you may enter a state that is between both the dream realm and the waking realm, granting yourself resistance to all damage and advantage on attack rolls. This lasts for one minute or until you are subject to a critical hit. This ability can only be used once per long rest.
Divine Domain Feature
At 8th level, you gain both of the following features from your Divine Domain.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Domain Feature
At 17th level, you gain the following feature from your Divine Domain.
Walk Back Through
Whenever you would be reduced to 0 hit points, you fall unconscious as normal. In 3 rounds or if you would die, you instead, are healed to half your maximum hit points and may act normally. Once used this ability cannot be used again until you complete a long rest.
Starting Equipment
you start with the following equipment in addition to the equipment granted by your background
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armour, or or (c) chainmail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells.