Sleep Domain

by Bubz

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Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Sleep Domain

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.

Sleep Domain Spells

Cleric Level Spells
1st Sleep, Fog Cloud
3rd Silence, Phantasmal Force
5th Slow, Catnap XGE
7th Confusion, Phantasmal Killer
9th Dream, Synaptic Static XGE
*13th Dream of the Blue Veil TCE

*Optional | XGE: Xanathar's Guide to Everything | TCE: Tasha's Cauldron of Everything

Aspect Of Somnolence

Starting at 1st level, while you are unconscious as a result of sleeping, you are not incapacitated, you aware of your surroundings, can speak and cast spells that do not require somatic components.

Additionally, you can cast the Sleep once without expending a spell slot. You can't do so again until you finish a long rest.

When you cast Sleep using a spell slot of 2nd level or higher, you roll an additional 2d8 (for a total of 4d8) to determine the total hit points affected for each slot level above 1st.

Channel Divinity: Mist of Sopor

When you reach 2nd level, you can use your Channel Divinity to drowse those around you.

As an action, you present your holy symbol and utter a silent prayer. A 20-foot-radius somnific cloud emanates from your body. The cloud follows you and lasts until the end of your next turn.

Hostile creatures who start their space within the cloud must make a Wisdom saving throw, or become drowsy until the end of their next turn. While drowsy, the creature has disadvantage on attack rolls and ability checks, and their speed is halved.

Channel Divinity: Rejuvenating Rest

At 6th level, you can use your Channel Divinity to cause a restorative sleep. As an action, you can target a willing creature that you can see within 60 feet. The target teleports to an unoccupied space within 5 feet of yourself and falls asleep until the start of your next turn. While asleep in this manner:

  • They are unconscious
  • They gain a number of temporary hit points equal to 10 times your cleric level that last until they awaken.
  • They are under the effects of the Sanctuary spell.

After the creature awakens, and until the end of their next turn:

  • They have advantage on attack rolls, and saving throws
  • They have their movement speed increased by 10 feet
  • They gain hit points equal to your cleric level + your Wisdom modifier.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Dream's Embrace

At 17th level, your divine connection to slumber enhances your Mist of Sopor Channel Divinity.

When you use Mist of Sopor, the cloud now extends to a 30-foot radius. Creatures that fail their Wisdom saving throw also fall asleep, becoming unconscious until the end of their next turn or until they take damage. Creatures that succeed on their saving throw become drowsy and suffer disadvantage on attack rolls and ability checks until the end of their next turn.

St. Trina fan art
By Aida Rajaei

 

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