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Nightmare

The gods of nightmare sow chaos and insanity, manipulating the laws of reality to resemble that in a dream. They’re patrons of lunatics, creatures of chaos, and things that exist outside time and space. Nightmare gods send clerics to rend the forces of law and inflict madness on the mortal realms, ultimately to break the barrier between the dream world and the waking world.

Nightmare Domain Spells
Cleric Level Spells
1st Hideous laughter, illusory script
3rd Phantasmal force, silence
5th Major image, slow
7th Hallucinatory terrain, phantasmal killer
9th Dream, geas

Bonus Cantrip. When you choose this domain at 1st level, you gain the bonus cantrip vicious mockery.

Cry in the Night. At 1st level, you can psychically rebuke attackers with an image projected into their mind of their worst fears. When a creature within 30 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make an Intelligence saving throw. The creature takes 2d8 psychic damage on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Free Falling

Starting at 2nd level, you can use your Channel Divinity to inflict a waking nightmare upon your enemies.

As an action, you present your holy symbol and invoke the name of your deity. Each creature that you can see within 10 feet of you watches the terrain under them fall away into a perilous drop and experiences the sensation of falling 30 feet to the ground. The creature is knocked prone for one round and takes 3d6 psychic damage on a failed saving throw, and half as much damage on a successful one.

Channel Divinity: Loathsome Knell

At 6th level, when you deal psychic damage, you can also project a phantasmal bell into the target’s mind and ring it, inflicting short term madness lasting 1d10 minutes (see Madness rules).

Divine Strike. At 8th level, you gain the ability to infuse your weapon strikes with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

The Mind of Madness. At 17th level, your loathsome knell instead inflicts longterm madness lasting 1d10x10 hours and an indefinite madness flaw (see Madness rules in DM rulebook). This flaw can only be removed by greater restoration or 30 days of rest.

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Colossus Wake: The Eldritch Mists Part II © 2020 ByOdinsBeardRPG.com Author: Colin Le Sueur.