NeverNotDM's Subclass Compendium

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Way of the Serpent

The Way of the Serpent teaches its students to move like the snake: waiting for the perfect moment to strike. Followers of this way are usually ambitious, cunning, and ruthless. They are known for their deadly skills in both politics and war.

Masters of this tradition are able to turn their ki into a deadly poison to augment their powerful strikes and cripple their enemies.

Serpent's Tongue

At the 3rd level, you have mastered the serpent's art of twisting the truth to suit your ambitions. You gain proficiency in the Persuasion and Deception skills.

Dance of the Snake

When you choose this tradition at the 3rd level, you learn to move like the serpent: coiling back and striking from a favorable position. You can spend a ki point to give your unarmed strikes reach until the beginning of your next turn (no action necessary).

At the 3rd level, you can move as gracefully through water as you do on land. You gain a swimming speed equal to your walking speed.

Venomous Strikes

Beginning at the 6th level, you have learned to turn your ki into a deadly toxin. Whenever you make an unarmed strike as part of your flurry of blows feature, that attack deals an additional monk die of poison damage.

If both of your flurry of blows attacks hit a single target, that creature must make a constitution saving throw against your monk save dc, or be poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The Serpent's Strike

At the 11th level, you have learned to mimic the retaliatory strikes of the serpent. Whenever a creature hits you with an attack while in your reach, you can use your reaction to make an unarmed strike against that creature. The strike deals an additional poison damage equal to two rolls of your monk die.

Fangs of the Yuan-Ti

Starting at the 17th level, you learn to strike at an opponent's most vulnerable points, preventing their body's immune system from protecting itself. Whenever you hit a creature with an unarmed strike, that creature has disadvantage on constitution saving throws until the beginning of your next turn.



















































The Way of the Serpent is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDM

Art by: Jason Rainville

Balance Domain

Balance Domain Spells

Cleric Level Spells
1st Bless, Bane
3rd Lesser Restoration, Blindness/Deafness
5th Bestow Curse, Remove Curse
7th Death Ward, Blight
9th Contagion, Greater Restoration

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Medicine skill and with herbalism kits.

Life and Death

At the 1st level, you gain the ability to change the fate of those around you: blessing or cursing them.

As a bonus action, you can curse one creature you can see within 60 feet. For one minute, whenever that creature takes damage from an attack or spell, it takes extra necrotic damage equal to your proficiency bonus. A creature can only take this damage once each turn.

As a bonus action, you can bless one creature you can see within 60 feet. For one minute, whenever that creature receives magical healing, it gains additional hit points equal to your proficiency bonus. A creature can only receive this healing once each turn.

You can use each of these features once and regain all expended uses when you finish a long rest. At the 8th level, you can use each of these features twice between long rests and at the 12th level you can use them three times.

Channel Divinity: Karma Bond

As an action, you can curse one creature you can see within 60 feet: tying its fate to you and your allies'. The next time the creature attacks you or an ally, the creature must make a charisma saving throw. The creature takes 2d8 + your cleric level necrotic damage and must end its turn on a failed save. On a successful save, the creature takes half damage and suffers no other effects. The curse ends when the creature attacks you or an ally or after one minute.

Aura of Balance

When you reach the 6th level, you learn how to turn the whims of fate into boons for your companions. Whenever a creature with a CR of at least 1/4th dies within 60 feet of you, you can use your reaction to cause another creature within 60 feet of you that you can see to regain 2d6 hit points. You can use this ability a number of times equal to your wisdom modifier and regain all expended uses when you finish a long rest.


































Potent Spellcasting

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

Suspend Fate

At the 17th level, you can use your action to radiate an aura of life and power: twisting fate to stop death. The aura has a 20 foot radius, lasts for one minute, or until you lose concentration (as if concentrating on a spell). While this aura is active, you cannot take the attack, hide, or cast a spell actions.

While this aura is active you gain the following benefits

  • You cannot take damage (as if you were under the effects of the invulnerability spell).
  • At the end of each of your turns, each creature of your choice within the aura regains 5d6 hit points.
  • If a creature would die within your aura, you can use your reaction to end the aura and have that creature regain 5d6 hit points instead of dying.

When the aura ends, you gain 1d3 levels of exhaustion that cannot be removed by magical means other than a wish spell. You can use this feature once and regain the ability to do so when you finish a long rest.

Brew by: NeverNotDM

Art by: Kan Liu















Otherworldly Patron

The Ghost Council

Your patron is the great and immortal Ghost Council of Orzohva. The Council is the head of infamous Orzhov Church: a massive conglomerate of priests, money lenders, and necromancers. Their empire is built of the souls of those who failed to keep up their end of their bargains: enslaving the debtors' spirits for all eternity. If you need power, the Orzhohva can provide it, for a price. All you need to do is sign on the dotted line.

But be warned, for the Ozhova do not tolerate missed payments and don't care for your excuses. And if you fall behind... well best not to think about it.

Expanded Spell List

The Ghost Council lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ghost Council Expanded Spells
Spell Level Spells
1st Dissonant Whispers, Distort Value
2nd Detect Thoughts, Spiritual Weapon
3rd Revivify, Spirit Guardians
4th Death Ward, Phantasmal Killer
5th Antilife Shell, Raise Dead

Debtor's Prayer

At the 1st level, your deal with the Ghost Council allows you access their well of magical energy: for a price. As a bonus action, you can regain an expended warlock spell slot. When you do, roll a number of d6 equal to the warlock spell slot's level. You take damage equal to the amount rolled and this damage cannot be reduced in any way. For example, if you are a 5th level warlock you would take 3d6 damage to recover one third level warlock spell slot.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Ghostly Flicker

At 6th level, your patron gives you the ability to briefly blink into the ethereal plane. At the end of each of your turns, you can roll a d20. On an 11 or higher, you vanish, appearing in the Ethereal plane as if under the effect of the blink spell.

At the start of your next turn, if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

You can use this feature a number of times equal to half your proficiency bonus rounded up, and regain all expended uses when you finish a short or long rest.

Poor Unfortunate Souls

Starting at 10th level, the Ghost Council gifts you a small silver cage that can be used as the material component of the soul cage spell. You can hold a number of souls equal to half your proficiency bonus in the cage. If you lose the cage or it is destroyed, the ghost council can replace it at the end of a long rest if you spend 1 hour in humble supplication, but you gain 1d3 levels of exhaustion.

You learn the soul cage spell which doesn't count against the number of warlock spells you know. You can cast it as a 6th level spell once per long rest without expending a spell slot.

What is Dead May Never Die

Starting at the 14th level, the Ghost Council will lend you their legendary resistances in exchange for your life force.

If you fail a saving throw, you can choose to succeed instead. When you use this ability you gain 1d3 levels of exhaustion.

The Ghost Council is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDM

Art by: Greg Staples

Ranger Conclave: Mist Walker

Mist-Touched

Starting at 3rd level, your training in darkness and obsecured terrain has given you heightened senses. You have blindsight, the ability to perceive your surroundings without the use of vision, up to 15 feet.

When you choose this conclave at the third level, you gain proficiency in the Stealth skill. If you already have it, you may instead gain proficiency in one skill on the ranger skill list.

Mist Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mist Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Mist Walker Spells
Ranger Level spells
3rd Fog Cloud
5th Misty Step
9th Gaseous Form
13th Shadow of Moil
17th Steel Wind Strike

Cloak of Mists

At 7th level you have learned to turn mists and darkness into a cloak to shield yourself from the eyes of your enemies. Your proficiency bonus is doubled whenever you make a Dexterity (Stealth) check.

In addition, you can cast the fog cloud spell without expending a spell slot as a bonus action. Once you use this trait you cannot use it again until you finish a short or long rest.

Blessings of the Sightless

At 11th level your heightened senses give you the ability to anticipate your enemies movements, giving you a split second advantage to avoid their attacks. Whenever a creature would hit you with an attack while in your blindsight radius you can use your reaction to gain a bonus to your armor class equal to your wisdom modifier for that attack, potentially causing it to miss

Death Walker

At the 15th level, you have mastered the art of using the mists to remain unseen. Creatures have disadvantage on Wisdom (Perception) to locate you and you cannot be located by magical means, as if you were under the effect of the nondection spell.

You have also learned to have turn mists and darkness from a shield into a deadly sword. Whenever you take the attack action while hidden from a creature all your attacks against that creature this turn have advantage and deal an additional 1d8 damage.




















































Mist Walker is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDM

Art by: Mansik Yang

Oath of Winter

Tenats of Winter

Adherents to this Oath protect the cold tundras from the darkness that lays buried beneath the ice

Winter Comes. Even in the middle of the longest summers, one cannot forget the winter lurks around the corner. Vigilance is imperative to survival.

The Pack Survives. When the white winds blow, the lone wolf dies, but the pack survives.

Create Your Own Warmth. In the middle of a blizzard, do not pray for summer, sun, or sparks, for you won't receive them. You must be your pack's strength, especially during the darkest nights.





































Oath of Winter is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDm

Art by: Aleksander Karcz

Oath Spells

You gain oath spells at the paladin level listed.

Oath of Storm Spells
Paladin level spells
3rd Hunter's Mark, Ice Knife
5th Snilloc's Snowball Storm, Warding Wind
9th Sleet Storm, Wind Wall
13th Fire Shield, Ice Storm
17th Cone of Cold, Control Winds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 Pack Tactics. As a bonus action, you channel of the power of the pack into your strikes. Until the beginning of your next turn, you and allies within 5 feet of you have advantage on attack rolls against creatures if at least one of your allies is within 5 feet of the creature and isn't incapacitated.

Ice Prison As an action, you summon the winds of winter and imprison your enemies. Choose a creature you can see within 60 feet of you. That creature must make a strength saving throw or be restrained for one minute or until you lose concentration (as if you were concentrating on a spell). A creature can use its action to make an acrobatics or athletics check against your spell save DC to break free.

Aura of Winter

Starting at 7th level, you emanate an aura of winter. You and friendly creatures within 10 feet of you, have resistance to cold damage. Whenever an ally within your aura is hit with a melee attack, you can use your reaction to deal 2d6 cold damage to the attacker.

At 13th level the damage increase to 3d6 and at the 18th level the aura expands to 30 feet.

Cold Howl

Starting at 15th level, when you cast the find greater steed spell, you can summon a Winter Wolf (MM. pg. 340)

In addition, you gain immunity to cold damage.

Avatar of the Blizzard

At 20th level, you can become a living embodiment of a blizzard. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You and any creatures summoned by you gain 50 foot flying speeds.
  • Once per turn, when use your divine smite feature you can force that creature to make a constitution saving throw. If they fail, they are petrified for one minute or until they take any damage.
  • Petrified creatures are not resistant to damage dealt by you.

Once you use this feature, you can't use it again until you finish a long rest.

Way of Storms

The Way of Storms teaches its students that all obstacles can be overcome with patience, persistence, and tenacity. All cites fade to the winds, all empires crumble to dust, and all civilizations collapse under the weight of the storm.

Students of this discipline learn to channel the power of the hurricane into their strikes: knocking even the strongest foes back under their persistent assaults. But masters learn to become the storm: unbreakable, unyielding, and unstoppable.

Strike of Storms

At the 3rd level, you have learned to infuse your strikes with the power of a thunderstorm, sending your enemies tumbling through the battlefield. Whenever you hit a creature with a melee attack, you can spend a ki point to push that creature 10 feet away from you. The creature must succeed on a strength saving throw or be knocked prone.

Step of Clouds

Beginning at the 3rd level, you have learned to briefly give yourself the ability to soar above your enemies and take to the skies. When you use your step of the wind feature, you can gain a flying speed equal to your walking speed until the end of the turn, instead of dashing.

Fists of Thunder and Lightning

At the 6th level, you can infuse your strikes with crackling lightning or booming thunder. Before you attack, you can spend a ki point to have your unarmed strikes deal an additional monk die of thunder or lightning damage (your choice when spending the ki point) until the beginning of your next turn. You can only use this feature once each round.

Eye of the Storm

At the 11th level, your training and dedication have allowed you to briefly become the storm. You can cast the Storm Sphere spell, centered on yourself. You ignore the difficult terrain created by the spell and do not take damage from it. Wisdom is your spellcasting ability for this spell.

Once you use this ability, you cannot do so again until you finish a long rest.

Hurricane of Fists

When you reach the 17th level, you can create a storm of thunderous strikes. As an action you can take the attack action against each creature within your range. These attacks deal an additional monk die of thunder or lightning damage (your choice). Creatures hit by these attacks are knocked back 30ft and must succeed on a strength saving throw or be knocked prone.

Once you use this feature you cannot use it until you finish a long rest.

Oath of Storms

While not as well known as other oaths, the Oath of Storms is ancient beyond measure. Paladins who take this oath embody the chaotic, ever changing nature of the storm. For these Paladins, laws are merely chains that hold back true progress. Sometimes called Agents of Chaos, knights of the storm live in the moment: seeking great challenges to test their strength.

Tenets of the Oath of Storms

Adherents to this Oath often dedicate themselves to bringing down established powers.

Change is Life. All golden ages end, all cities fall, and all civilizations fade; only through accepting the inevitability of death can we be truly alive.
  Laws are Chains. Rules are made by the few to subjugate the many. Justice is simply the prerogative of the current power.
  Freedom is All. It is better to die free than live a slave.

Oath Spells

You gain oath spells at the paladin level listed.

Oath of Storm Spells
Paladin level Spells
3rd Thunderwave, Fog Cloud
5th Shatter, Gust of Wind
9th Lightning Bolt, Thunder Step
13th Control Water, Storm Sphere
17th Control Winds, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 Storm's Eye. As an action, you present your holy symbol and find peace in the midst of conflict. Wind swirls around you, shielding your body from harm. You gain a +2 to your Armor Class and have advantage on strength and wisdom saving throws for one minute or until you move from your space.

The Name of the Wind. As an action, you focus your senses and listen for the ever changing name of the wind. For one minute or until your concentration ends (as if you were concentrating on a spell), you have a flying speed of 30 feet.

Aura of Storms

Starting at the 7th level you can emanate an aura of storms (no action required). The aura extends 10 feet from you in every direction, but not through total or three fourths cover. The aura is difficult terrain for hostile creatures.

At 18th level the range of this aura expands to 30 feet.

Storm's Wrath

Starting at the 15th level, your strikes bring with them the full might of the storm. Whenever you hit a creature no more than one size larger than you with a melee attack, you can choose to push that creature 10 feet away from you. If you do, that creature must make a Strength or Dexterity saving throw (its choice) or fall prone. You can use this feature no more than once each turn.

Avatar of the Hurricane

At the 20th level, you can become a living embodiment of a hurricane: gifted with the unstoppable force of a mighty storm. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You gain a flying (hover) speed of 60 feet, and you immediately begin hovering 1 foot above the ground.
  • You can cast your paladin spells without any verbal, somatic, or material components (provided they do not have a listed cost). Additionally whenever you cast a paladin spell that deals lightning or thunder damage and has a casting time of 1 action, you can cast it using a bonus action instead.
  • You can concentrate on two spells at the same time. You make separate constitution saves to maintain concentration for each spell.

Once you use this feature, you can't use it again until you finish a long rest.

Oath of Dreams

When a paladin takes the Oath of Dreams they promise to fulfill a dream. Some swear to bring peace to an empire, end the reign of a tyrannical king, or honor the dying words of a friend or lover.

Paladins of this oath can alter other's perception of reality: using powerful illusion magic in service of their sacred dreams.

Tenets of Dreams

Change Reality. Nothing, not kingdoms, laws, or gods will still stand in the way of my dreams.

A Dream Deferred Dies. Nothing is more important than my dream. I will always be working towards it.

Never Stop Believing. Nothing will make me lose hope or lose faith in the dream I serve. Every setback is lesson.

Oath Spells

You gain oath spells at the paladin level listed.

Oath of Dreams Spells
Paladin level spells
3rd Disguise Self, Sleep
5th Phantasmal Force, Mirror Image
9th Hypnotic Pattern, Major Image
13th Confusion, Hallucinatory Terrain
17th Dream, Seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Illusion of Grandeur. As an action, choose a creature you can see within 30 feet. That creature must make a wisdom saving throw or be charmed for one minute or until they take any damage. While charmed this way, the creature is incapacitated and its speed is 0. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Illusionary Aura. When you make a charisma check, you can use your channel divinity to gain a +10 bonus to the roll. You can use this ability after you see the roll, but before the DM decides the outcome.

Dream Ward

Beginning at the 7th level, you are able to emanate an aura of mental protection around you. Creatures of your choice with 10 feet of you gain the following benefits:

  • Cannot be put to sleep by magic.
  • Have advantage on saving throws against being charmed.
  • Gain resistance to psychic damage.
  • Have advantage on checks made to discern illusions.

This aura extends even if you are asleep, but not if you are knocked unconscious. At the 18th level, the aura extends to 30 feet.






























True Seeing

Starting at the 15th, you have opened your third eye: allowing you to see through the false dreams of others. You gain truesight with a radius of 30 feet.

Phantasmal Nightmare

At 20th level, you can become a living nightmare. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • Your weapon attacks and divine smites deal psychic damage instead of their usual type.
  • Each hostile creature of your choice that starts its turn within 10 feet of you must make a wisdom saving throw. On a failed save, the creature takes 4d10 psychic damage and is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • You can cast the alter self spell at will as a bonus action and you do not need on concentrate on this spell.

Once you use this feature, you can't use it again until you finish a long rest.


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Art by: iomona_art

Path of the Wild Form

The Path of the Wild Form is ancient beyond measure. The spirits of nature's strongest hunters bind themselves to the souls of warriors who can harness their abilities and assume their form. Take this path and walk as a great hunter.

Shape of the Beast

At the 3rd Level, you unlock the ability to shift into a powerful beast as an action. When you gain this feature choose Black Bear, Wolf, or Panther. Their statblocks are listed in the Monster Manual. As an action, you can transform yourself into your chosen shape. You can stay in this form for a number of hours equal to half your barbarian level and while transformed follow all the rules of Wild Shape as described in the druid class feature. You can use your Shape of the Beast feature a number of times equal to half your proficiency bonus rounded up. You regain all expended uses when you finish a long rest.

At the DM's discretion you can change your chosen shape. Perhaps you must commune with a fae spirit or offer a small sacrifice to your god.

Greater Transformation

At the 6th level, you are able to morph into more powerful beasts. You can transform into a Brown Bear, Direwolf, or Saber-Toothed Tiger instead of their lesser forms. Their statblocks are listed in the Monster Manual.

In addition, you can transform into your Wild Form as a bonus action or an action.

Blended Nature

Beginning at the 10th level, your connection to your wild form has become stronger; giving you its blessing even when you are not transformed.

  • Bear: You gain proficiency in the Athletics skill and your proficiency bonus is doubled for any check you make with it.
  • Wolf: You gain proficiency in the Perception skill and your proficiency bonus is doubled for any check you make with it.
  • Cat: You gain proficiency in the Stealth skill and your proficiency bonus is doubled for any check you make with it.

Primal Form

When you reach the 14th level, you have discovered how to tap into the primal form of your animal shape. When you transform you gain 2d8 + your constitution modifier temporary hit points.

  • Bear: While transformed, when you hit a creature with your bite attack you can choose to grapple that creature (DC 10 + your athletics skill). While a creature is grappled this way you cannot use your bite on another target.












































  • Wolf: While transformed, you gain truesight with a radius of 60 feet.
  • Cat: While transformed you can use an action to turn yourself invisible for 1 minute until you end it as a bonus action, or are incapacitated. Once you use this feature, you cannot use it again until you finish a short or long rest.

Path of the Wild Form is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDm

Art by: Jee-Hyung Lee

Path of the Damned

Broken, beaten, and damned. Barbarians who walk this path are dark souls; those who broke their promises to their fellow soldiers, sold their souls to devils for power, or betrayed those they loved.

When you follow this path, there is little chance for redemption and no chance for forgiveness. Whatever caused your fall haunts you, but gives you strength. Barbarians of this path can curse their enemies, dragging them into the same pits of despair.

Darkened Rage

At the 3rd level, you take on a cursed form when you rage. While raging, your weapon attacks are considered magical for the purpose of overcoming resistances and immunities and you can choose to have them deal necrotic damage instead of bludgeoning, piercing, or slashing damage.

Cursed Soul

At the 3rd level, your curse has affected your physical appearance giving you an aura of malice and sorrow. You gain proficiency in the Intimidation skill and can make intimidation checks using your strength modifier instead of charisma. If you already have this proficiency, you can choose another from the barbarian skill list.

Curse of the Damned

At the 6th level, you can mark a creature for death when you rage. When you begin your rage, you can curse a creature you can see within 60 feet of you. Until your rage ends you gain the following benefits:

  • Your attacks against the cursed creature deal an additional 1d6 necrotic damage and are critical hits on a 19 or 20.
  • You have advantage on saving throws against effects from the cursed creature.
  • When the cursed creature dies you gain temporary hit points equal to 1d6 + your constitution modifier.

Glimpse of Death

At the 10th level, your cursed form strikes fear into the hearts of your enemies. When you rage, each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency + your strength modifier) or be frightened for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature who succeeds on the saving throw is immune to this effect for 24 hours.

Demonic Avenger

At the 14th level, when you rage dark wings made of shadows and flame spring from your back. You gain a flying speed of 50 feet while raging.



















































Path of the Damned is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDM

Art by: Matt Forsyth

School of Heavens

Wizards who study the heavens learn of the great power that rests between the suns, moons, and stars. Through study and dedication, these wizards can create tiny manifestations of the heavens to protect and guide them along their journeys.

Mantle of the Sun, Moon, and Stars

When you select this school at the second level, you can summon a small moon, sun, and a cluster of tiny stars to swirl around you as a bonus action. Your mantle lasts for one minute, until you go unconscious, or you end it as action. While your mantle is active you gain the following benefits.

  • You shine bright light in a 15-foot-radius and dim light for another 15 feet.
  • You have advantage on Wisdom (Perception) checks made to spot hidden creatures and advantage on Intelligence (Investigation) checks made to detect illusions.
  • You gain a bonus to your spell attack rolls equal to your half your proficiency bonus, rounded up.

You can use this feature a number of times equal to your half your proficiency bonus, rounded up, and regain all expended uses when you finish a long rest.

Shelter of the Stars

At the 6th level, your mantle helps protect you from hostile forces.

When you assume your Mantle of the sun, moon, and stars, you gain a +2 bonus to your armor class until your mantle ends.

Mantle of the Universe

Beginning at the 10th level, your study of the heavens and celestial bodies has allowed you to uncover further mysteries of the heavens. While your mantle is active you gain the following benefits:

  • The light shed by your mantle is sunlight.
  • You have advantage on all Wisdom (Perception) and Intelligence (Investigation) checks.
  • Your spells deal additional damage equal to your proficiency bonus. This bonus applies to each individual damage role from any given spell.

Wish Upon A Star

Beginning at the 14th level, you can cast any spell of the 6th level or lower on the wizard spell list as action at the 6th level, provided you have the costed material components.

Once you use this feature, you cannot use it again until you finish a long rest.



















































The School of the Heavens is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NeverNotDM

Art from: Trine 2

Dream Domain

Dream Domain Spells

Cleric Level Spells
1st Silent Image, Sleep
3rd Mind Spike, Phantasmal Force
5th Catnap, Hypnotic Pattern
7th Confusion, Phantasmal Killer
9th Mislead, Dream

Imaginary Friend

When you choose this domain at 1st level, you are able to conjure a creature from your imagination. You learn the find familiar spell and can cast it without material components. When you cast the find familiar spell, your familiar can take on the appearance of any tiny creature or have an ethereal form. Regardless of the form you choose, your familiar is an aberration and uses the Imaginary Friend statblock.


Imaginary Friend

Tiny aberration, any alignment


  • Armor Class 10 + your proficiency bonus
  • Hit Points 2 + your cleric level
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 16 (+3)

  • Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands all languages you know but cannot speak
  • Challenge 1/8 (25 XP)

Incorporeal Movement. Your Imaginary Friend can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting. Your Imaginary Friend's spellcasting ability is Charisma (spell save 13 + half your proficiency bonus). Your imaginary Friend can innately cast the following spells, requiring no components:

At will: invisibility (self only)

1/day (starting at the 6th level): hypnotic pattern

Art by: @elaineryanart, Created by: NevernotDM





















Channel Divinity: Hush Now

As an action, choose a number of creatures equal to your proficiency bonus that you can see within 60 feet of you. Those creatures must make a charisma saving throw or be silenced for one minute or until you lose concentration (as if concentrating on a spell). A silenced creature cannot speak and cannot cast spells that require verbal components.

Dream a Little Dream

When you reach 6th level, at the beginning of a long rest, choose a number of creatures equal to your proficiency bonus within 30 feet of you. When those creatures complete their next long rest, they gain a 1d8 dream die until they take another long rest. The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls before deciding to use the dream die, but not before the DM determines the outcome. Once the dream die is rolled, it is lost. Beginning at the 10th level, the die increases to 1d10 and at the 16th level, it increases to 1d12.

Potent Spellcasting

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

Dream Form

When you reach 17th level, you can assume a form of nightmares and dreams. As an action, you can merge with your Imaginary Friend and assume your dream form for one minute or until you are incapacitated. While transformed you gain the following benefits:

  • You have resistance to all damage.
  • You gain the Incorporeal Movement trait.
  • You gain truesight to a radius of 60 feet.
  • You gain a flying speed equal to your walking speed and can hover.

Once you use this ability you cannot use it again until you finish a long rest.

 

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