Dream Domain

Dreams are bridges between worlds, shaping the minds of mortals and whispering secrets from beyond. Gods of the Dream Domain govern the realm of slumber, prophecy, and the subconscious, granting their followers insight, visions, and the power to manipulate reality like a lucid dreamer. Some Dream Clerics serve deities of sleep and peace, guiding souls to rest, while others follow enigmatic gods who revel in illusions and hidden knowledge.   Those who walk the path of dreams wield their magic to soothe weary minds, delve into the depths of consciousness, and unravel nightmares that torment the innocent. As a Dream Cleric, you can manifest illusions so vivid they blur the line between real and unreal, weave protective enchantments against mental intrusion, and step through the veil of sleep to touch distant minds.

Domain Spells

1st-Level Cleric (Dream Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelDomain Spells
1stSleep, Dissonant Whispers
3rdDetect Thoughts, Phantasmal Force
5thHypnotic Pattern, Catnap
7thGreater Invisibility, Phantasmal Killer
9thDream, Mislead

Oneiric Insight

1st-Level Cleric (Dream Domain) Feature   You have a deep connection to the dreamscape, allowing you to glimpse beyond the waking world. You gain proficiency in Insight and one of the following skills: Deception, Persuasion, or Arcana. Additionally, when you finish a long rest, you can choose a willing creature you can see. You receive flashes of their future in your dreams, granting them a d4 that they can add to an ability check, attack roll, or saving throw within the next 8 hours.

Channel Divinity: Shape Dream

2nd-Level Cleric (Dream Domain) Feature   You can use your Channel Divinity to weave illusions into reality. As an action, you create a powerful illusion affecting a 20-foot-radius sphere centered on a point you can see within 60 feet. The illusion lasts for 1 minute or until you lose concentration (as if concentrating on a spell). The illusion can include sights, sounds, and even faint smells, similar to Major Image. Creatures can attempt an Intelligence (Investigation) check against your spell save DC to discern the illusion’s nature. If a creature fails, it perceives the illusion as real and cannot interact with it normally (e.g., believing an illusory bridge is solid).   Additionally, you can use this ability while a creature is asleep to subtly influence their dreams, planting ideas or guiding their visions.

Veil of Slumber

6th-Level Cleric (Dream Domain) Feature   You can call upon the power of dreams to lull foes into unconsciousness. As a bonus action, you force a creature within 30 feet to make a Wisdom saving throw against your spell save DC. On a failure, they are Incapacitated until the start of your next turn as they momentarily slip into a trance-like slumber. If they take damage, they immediately awaken. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.

Potent Spellcasting

8th-Level Cleric (Dream Domain) Feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.  

Dreamwalker

17th-Level Cleric (Dream Domain) Feature   You have learned to fully step between the waking world and the dreamscape. You gain the following benefits:
  • When you cast dream, you can appear as a physical manifestation within the target’s dream, allowing you to interact with them as if you were present.
  • You can cast greater invisibility on yourself at will, but only while in darkness. The spell immediately ends if you enter dim or bright light.
  • When you finish a long rest, you can teleport yourself and up to six willing creatures to any location you have seen in a dream. This functions as the teleport spell but only works on places you have glimpsed through prophetic visions or dreams.

Deities of the Dream Domain


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