Nightmare Domain in Audalis | World Anvil

Nightmare Domain

Clerics that follow the nightmare domain of Valdorn are powerful protectors, seeking to subdue foes and those who would do their clergy harm by forcing them to live their nightmares. These clerics are rare as Valdorn does not typically promote violence, however they can typically be found at large temples. In addition to the protection they grant their fellow followers, they are able to ward off the nightmares of those that inhabit the spaces near where they live.  

Nightmare Domain Spells

 
Cleric Level Spells
1st charm person, sleep
3rd nightmare lullaby, pleasant dreams
5th euphoric tranquility, hypnotic pattern
7th compulsion, sleepwalking
9th hypnosis, sensory deprivation

Sight of Night

When you choose this domain at 1st level, you open your eyes to the dream plane. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, you can see through magical darkness half as far as your darkvision range.  

Nightmare Cloak

Also at 1st level, you have learned how to wrap the magic of dreams and nightmares around you. You can calculate your AC as 10 + your Wisdom Modifier + Your Constitution modifier as a starlit field forms around you to block you from harm. In addition, you have advantage on saving throws against being frightened.  

Channel Divinity: Waking Nightmare

Beginning at 2nd level, you can bring to life the nightmares of a creature you can see within 30 feet of you. The target must make a Wisdom saving through, becoming frightened for one minute on a failure, or paralyzed if it fails by 5 or more as their nightmares appear before them. If you are in dim light or darkness, the creature has disadvantage on the saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature has been effected by this ability already in the last 24 hours, it has advantage on each saving throw against it.  

Grip of Nightmares

Beginning when you reach 6th level, any spell you cast that charms or puts a creature to sleep also causes them to be frightened of you.   In addition, you gain advantage on any attack roll against a creature that is frightened of you, and creatures frightened of you have disadvantage on charisma, intelligence, and wisdom saving throws against spells you cast that deal damage.  

Potent Spellcasting

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

Paralyzing Fear

Beginning when you reach 17th level, the fear your nightmares invoke exceeds normal bounds. Any creature frightened of you is also paralyzed. In addition, the first time you hit each creature frightened of you is a critical hit.

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