Base Class: Cleric
Clerics of the Dream Domain follow deities who rule over the sleeping world of dreams, as well as sleep itself. These clerics often gain revelations and prophecies in their sleep and can channel their deities' powers to lull others into a deep slumber, create their own dreamscapes and forge their enemies’ nightmares into weapons. But they are also protectors of good dreams, ensuring a restful and revitalizing sleep for their allies.
Domain Spells
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.
Dream Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | sanctuary, sleep |
| 3rd | gentle repose, silence |
| 5th | hypnotic pattern, major image |
| 7th | hallucinatory terrain, phantasmal killer |
| 9th | scrying, dream |
Bonus Cantrips
Beginning at 1st level, you learn the guidance and minor illusion cantrips, both of which count as cleric cantrips for you and do not count against your total number of cantrips known.
Restful Recuperation
Also at 1st level, your divine magic allows you to mend wounds and ailments with short periods of rest. Whenever you take a short rest, you can grant yourself or a willing creature that joined you for the rest one of the following benefits:
- If the target rolls any number of Hit Dice to regain health during the short rest, it can instead use the highest number possible for each die.
- One condition or disease the target is suffering from ends.
- The target's exhaustion level is lowered by 1.
You can use this feature once per long rest.
Channel Divinity: Enter Dreamscape
At 2nd level, you can channel divine energy to create a personal dreamscape and bring others into it with you. As an action, you can present your holy symbol and spend a use of your Channel Divinity feature to force a creature you can see within 30 feet of you to make a Wisdom saving throw. A creature that is willing or unconscious automatically fails its saving throw. On a failed save, both you and the creature are pulled into a shared dreamscape of your own design, where you remain for 1 minute, until you are killed, or until you choose to end it (requires no action by you).
For the duration, you are both considered incapacitated and your speed becomes 0, and the other creature becomes unaware of its surroundings in the real world. You can harmlessly change and manipulate the dreamscape, and you and the creature can communicate with each other as if you shared a language. Finally, time moves slower within the dreamscape, with 1 minute passing in the dreamscape for every round spent within it.
A creature under the effect of this feature can reroll its saving throw each time it takes damage, ending the effect on a success.
Slumbering Mind
At 6th level, your control over dreams and sleep itself has elevated and strengthened your mind. You gain the following benefits:
- You cannot be put to sleep against your will, and a creature cannot manipulate or enter your dreams without your permission.
- You gain resistance to psychic damage. While unconscious or in a trance, such as the one caused by the Dream spell, you are instead immune to psychic damage.
- You can perfectly recall any dream, vision or nightmare you’ve had in perfect detail.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Dreamwalker
At 17th level, you can walk among dreamscapes with ease. You can cast the Dream spell at will, without requiring spell slots or material components. When you do so, you can contact a creature regardless of what plane of existence it is on and any time spent within the spell’s trance counts as sleep for the purposes of completing a short or long rest. Moreover, if you choose to make the spell’s messenger appear terrifying to the target, the target automatically fails its saving throw against the effect, and takes additional psychic damage equal to your cleric level.
Previous Versions
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4/4/2023 12:41:48 PM
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