Dreams

Invoke Sleep and Govern Rest

Created by Gabe Grimoire
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 as you have walked in it’s smoking, ever-changing depths. You have seen into the dreams of other creatures, including those whose dreams are haunted. Your knowledge and experience with the Astral Plane has taught you of the nature of the world.  
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Deities

Ehmos, Phosbet, Polaris  
 

Dreams Domain Spells

Level 3 feature   Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.  
Cleric Level
Prepared Spells
3
Darkness, Prayer of Healing, Sleep, Terrorize
5
Fear, Major Image
7
Hallucinatory Terrain, Phantasmal Killer
9
Dream, Modify Memory
 

Restful Spells

Level 3 feature   When a spell you cast with a spell slot targets one or more of your Allies, you can have those Allies regain a number of Hit Points equal to the spell slot’s level.   Additionally, whenever you cast the Sleep spell, increase the DC used by 1.    

Channel Divinity: Day Dream

Level 3 feature   As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to invoke drowsiness in creatures. Choose a number of creatures up to your Wisdom modifier (minimum of 1) that are within 60 feet of you. Those creatures must succeed on a Wisdom saving throw or gain the Unconscious condition until the end of your next turn. The condition ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it awake.  
 

Lucid Dreamer

Level 6 feature   Your faith deepens, granting you a deeper connection to the Astral Plane. While asleep, you know you are sleeping, you are aware of your surroundings, and you can wake yourself up as a Bonus Action.   Additionally, as a Magic action, you can present your Holy Symbol and enter a state between the dream and waking realms. While in this state, you have Resistance to all damage. This state lasts for 1 minute, or until you fall Unconscious, end it early as a Bonus Action, or die. Once you use this benefit, you can’t use it again until you finish a Long Rest.  
 

Astral Projection

Level 17 feature   When you are reduced to 0 Hit Points, you can immediately cast the Mislead spell without expending a spell slot or requiring spell components (you do not need to have the spell prepared).   If you cast the spell this way, you use it’s listed senses, it does not require Concentration, the illusory double is not invulnerable but instead has AC 10 and has Hit Points equal to half your Hit Point Maximum, and the spell lasts until you are no longer Unconscious or your illusory double is reduced to 0 Hit Points. You can use your illusory double to cast any of your Cleric spells as if you were there, treating itself as a Holy Symbol for your spells.   While Unconscious with 0 Hit Points, you do not make Death saving throws, but any damage you sustain still results in failed Death saves as normal.   Once you use this feature, you can’t do so again until you finish a Long Rest.