Base Class: Cleric
Even though dreams are one of the few things that connect many of the peoples in this world, few people work to dedicate themselves to understanding dreams. Clerics of the Dream Domain serve gods like Diirinka and Sehanine Moonbow. Through their connection to dreams, clerics can influence the minds of others and even see the future through dream-like visions.
Domain Spells
You gain specific 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 | Charm Person, Sleep |
| 3rd | Augury, Detect Thoughts |
| 5th | Tiny Hut, Clairvoyance |
| 7th | Compulsion, Divination |
| 9th | Dream, Modify Memory |
Sweet Lullaby
Starting when you choose this Domain at 1st level, you are able to create a soothing energy that helps your allies to recover.
Any creature of your choice that is within 30 ft. of you and chooses to expend hit dice as part of a short rest regains additional hit points equal to your Cleric level.
Lights Out
Also at 1st level, you can channel your deity's power to induce slumber in your enemies.
You can cast the Sleep spell as a 1st level spell without expending a spell slot. You can do this a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
When you reach certain levels in this class, this spell's level raises - when you reach 7th level, you can cast Sleep at 2nd level. When you reach 11th level, you can cast this spell at 3rd level. When you reach 15th level, you can cast it at 4th level.
Channel Divinity: Living Nightmare
At 2nd level, you can use your Channel Divinity to force a creature to live through their worst fears.
Choose a creature you can see within 30 ft. of you. As an action, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failure, that creature sees the world around them warped into nightmarish visions. For the next minute, that creature is Frightened of every other creature it can see, but it can move toward creatures if doing so is the quickest way to get away from all other creatures. An affected creature can remake its saving throw at the end of its turn, ending the effect on itself on a success.
Dream Interpreter
At 6th level, you are able to walk through your dreams in order to receive glimpses of the future, allowing your actions to try and match that future.
You have a pool of energy represented by a number of d6's equal to your proficiency bonus. Once on your turn, you can expend one of these d6's and add the amount you roll to an attack roll, ability check, or saving throw. Additionally, when a creature within 15 ft. of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend a d6 and add the amount rolled to the triggering roll.
You regain any expended dice at the end of a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Lucid State
At 17th level, you are able to walk between the world of dreams and the world of reality, causing your body to take on strange properties.
As a bonus action on your turn, you may enter into a dream-like state. For the next minute, you gain the following benefits:
- You gain resistance to Bludgeoning, Piercing, and Slashing damage.
- When you cast the Sleep spell, you roll an additional 1d8 when determining the amount of hit points you can affect with the spell.
- You can use the d6's granted to you by your Dream Interpreter feature without expending dice from the pool.
Once you use this feature, you cannot use it again until you finish a long rest.
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