Level
3rd
Casting Time
1 Action
Range/Area
20 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Illusion
Attack/Save
None
Damage/Effect
You tap into the realm of dreams and nightmares to manipulate the battlefield. When you cast this spell, choose one of the following options:
- Nightmare: You create a zone of darkness and fear in a 20-foot radius around a point within range. Creatures within the zone must make a Wisdom saving throw or become frightened for the duration of the spell.
- Dream: You create a zone of tranquility and inspiration in a 20-foot radius around a point within range. Creatures within the zone have advantage on saving throws against being frightened or charmed for the duration of the spell.
As you level up, this spell can be enhanced:
- At 5th level, the radius of the zone increases to 30 feet.
- At 8th level, creatures within the zone have resistance to damage from psychic or necrotic sources.
- At 11th level, the zone persists for up to 10 minutes.
- At 14th level, creatures within the zone can use their action to regain hit points equal to your cleric level.
This spell can be used as an offensive and defensive spell. The Nightmare option can be used to control and damage enemies, while the Dream option can be used to protect and heal allies. The spell allows the Cleric to play with the battlefield by using the power of dreams, using the power of fear or inspiration.
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