Cleric
Base Class: Cleric

Dreams are favored means of communication for gods and other great power as they can be portentous, places for the mind to find respite or a place of mental torture. Clerics that follow gods which dwell in dreams embody these contradictions, bringing respite to friends and nightmarish terror to their foes.

 

 

Domain Spells

1st-level Dream Domain feature

You gain domain spells at the cleric levels listed in the Dream Domain Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells
CLERIC LEVEL SPELLS

1st

silent image, sleep

3rd

augury, detect thoughts

5th

catnap, clairvoyance

7th

divination, phantasmal killer

9th

commune, dream

Bonus Proficiencies

1st-level Dream Domain feature

You can choose to gain proficiency either in Martial Weapons and Poisoner’s Kits, or Heavy Armor and Herbalism Kits.

Heavy Armor and Healer's Kit Proficiency

1st-level Twilight Domain feature

You can choose to gain proficiency either in Martial Weapons and Poisoner’s Kits, or Heavy Armor and Herbalism Kits.

Martial Weapon and Poisoner's Kit Proficiency

1st-level Dream Domain feature

You can choose to gain proficiency either in Martial Weapons and Poisoner’s Kits, or Heavy Armor and Herbalism Kits.

Oneiric Guide

1st-level Dream Domain feature

Starting at 1st level, you are able to commune with the source of your powers through your dreams and depending on their nature, you can project echoes showing weal or woe to allies and enemies around you. These portents can either guide their actions or haunt their waking moments for a short time. 

Whenever you take a long rest, before you select your prepared spells, roll a d6. On a result of 1-3, you’ll be in your Reverie state, on 4-6 you’ll be in a Nightmare state. Each state confers different bonuses and lasts until your next Long Rest.

In Reverie, whenever you cast a Cleric spell of 1st level or higher on a friendly creature, they can add a d4 on the next Ability Check, Attack Roll or Saving throw they make within 1 minute.

In Nightmare, whenever you deal damage to a creature with a cleric spell of 1st level or higher, they must subtract a d4 from the next Ability Check, Attack Roll or Saving Throw they make within 1 minute.

Channel Divinity: Shifting Dream

2nd-level Dream Domain feature

Starting at 2nd level, you can use your channel divinity to control the powers granted to you during your dreams.

As a bonus action, you can focus on the dreamscape in your mind, shifting its characteristics and switching either to your Reverie or Nightmare state.

Cloak of Dreams

6th Level Dream Domain Feature

Starting at 6th level, you can now bring bits of either a pleasant reverie or horrifying nightmare back with you to the waking world from whatever Dream state you entered during your last rest.

While in Reverie, whenever you cast a Divination or Illusion Cleric spell of 1st level or higher, you can  grant a creature that you can see within 30 feet temporary hit points equal to your proficiency bonus plus a number of d4 equal to the spell level
While in Nightmare, whenever you cast a cleric spell of 1st level or higher, you can add a d4 points of psychic damage per spell level to the spell’s damage. This extra damage can only affect one target on the round the spell is cast. You cannot apply this damage on subsequent turns for the same spell or if the chosen creature makes a successful save against the spell

Divine Strike

8th Level Dream Domain Feature

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 

If you are in Nightmare, 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. If you are in Reverie, the damage type changes to Radiant damage.

Dreamwalk

17th Level Dream Domain Feature

Starting at 17th level, you have learned to cross the boundaries into the realm of dreams, moving through it as a mirthful memory or horrifying phantasm.

In Reverie, whenever you heal a creature with a cleric spell of 1st level or higher, you can teleport up to 30 feet to an empty space adjacent to them in a puff of opalescent mist as a free action.

In Nightmare, whenever you deal Psychic damage to a creature with a cleric spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an empty space adjacent to them in a plume of menacing black smoke and make a free melee weapon attack against them.

Additionally, in either state, whenever you cast the Dream spell on a willing creature and unless the creature is somehow protected from divination magic, you can instantly teleport to an unoccupied space adjacent to them. You can use this ability once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/8/2022 5:05:30 AM
20
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes