Cleric
Base Class: Cleric

All souls are touched by the Dal Quor, the Plane of Dreams. Whether tracing the surface in memories of times near and far by means of trance, or plunging deep into a dreamscape unpredictable and filled with splendour and marvel, it is believed by many that the mind is psychically projected to the Plane of Dreams during states of rest, whatever form they may take. 

By strengthening body and mind alike, clerics of the Reverie Domain find strength in their convictions, wielding might simultaneously divine and psionic alike to bolster those that stand at their side - and strike down those that stand against them. 

Reverie Domain Spells

Cleric Level Spells
1st dissonant whispers, sleep
3rd mirror image, misty step
5th intellect fortress, fear
7th hallucinatory terrain, phantasmal killer
9th dream, telekinesis

Visionary Inspiration

Starting at 1st level, your imagination for potentials yet to be seen allows you to aspire towards a desire you intend to come to be. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your cleric level rounded down (minimum of 1).

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Ephialtic Resonance

Also at 1st level, your unyielding connection to the Plane of Dreams blurs the line between the divine source of your power and the latent psionic energy coursing through you. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict psychic damage instead.

In addition, you know the Minor Illusion cantrip. 

Channel Divinity: Psychogenic Assault

Starting at 2nd level, you can use your Channel Divinity to assail the minds of those lacking in the honing and refinement afforded to your own. Generating a fleeting but nightmarish vision of their sincerest fears, worries or concerns, you attempt to break the mental resolve of your foes. 

When a creature within 30 feet of you makes a Wisdom saving throw, you can use your reaction to impose disadvantage on it before you know the outcome of the roll. Provided you are not the source of the spell or effect that prompted the Wisdom saving throw, you can also choose to deal psychic damage to the target, equal to half your cleric level rounded down, immediately before the target makes its saving throw.

Halcyon Bulwark

Beginning at 6th level, your instil a dreamlike calm in those nearby, granting brief visions of their hopes and aspirations to aid them in standing fast against dread and dismay. While you aren't incapacitated, whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Charisma saving throw, the creature gains a +2 bonus to the saving throw. 

Delusive Spellcasting

Starting at 8th level, your tether to the illusory dreamscape of mortals manifests as an increase in your magical prowess. Select two spells from the School of Illusion spell list not included on the cleric spell list of a level equal to or less than your current proficiency bonus to add to your known spells. The selected spells must be prepared in the same manner as your other non-domain spells. 

At level 13, you can select an additional two spells in the same manner. 

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can swap out one of your selected spells. 

Lucid Dominion

At 17th level, you choose three additional spells from the School of Illusion, one from each of the following levels: 7th, 8th, and 9th.

When you gain this subclass feature, select two spells from amongst your choices for Delusive Spellcasting and Lucid Dominion to be added to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. The five remaining selected spells must be prepared in the same manner as your other non-domain spells. 

In addition, when you cast an illusion spell learned by means of Domain Spells, Delusive Spellcasting and/or Lucid Dominion are not revealed as falsehoods to creatures with truesight. Deities and creatures granted truesight by means of an artifact are unaffected in this way, and use of spells capable of detecting magical auras betray their illusionary nature.

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