Cleric
Base Class: Cleric

Gods of this domain have power over sleep, memory and imagination, over prophetic visions and the dreams that plague the mind. These gods rule the unknowable psionic power that exudes out of the sleeping mind of every creature sentient enough to dream. Clerics of this domain seek to master the hidden wisdom and prophecy found in dreams, a power that touches many realities and is itself beyond time, depending on how powerful a dreamer’s mind truly is.

To these clerics, the conscious mind is but the tip of the iceberg of reality, as the unconscious mind, with its grand psionic might, is able to perceive and even will into existence things that those awake cannot.

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.

Cleric Level

Spell Name

1st

sleep, silent image

3rd

augury, blur

5th

blink, tiny hut

7th

confusion, phantasmal killer

9th

dream, mislead

Psionic Power

Beginning when you choose this domain at 1st level, your connection to dreams grants you a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Reminiscent Echo. As an action on your turn, you can connect to the mind of one creature within 60 feet of you. The target must have at least an Intelligence of 4 to be affected by this feature.

If the creature is willing, you gain access to one memory of the affected creature’s choice, gaining a perfect recall of what they did or experienced. The memories share the same limits as the creature’s - the memories of a blind person will lack a visual element, a dog may recall smells better than sights, and so on. Alternatively, they can gain access to one of your memories of your choice in the same way.

If the creature is unwilling, even if they are unconscious, they must make a Wisdom saving throw against your spell save DC. On a failed save, you gain a partial recollection of one of the creature’s memories of your choice (it may be intercuting, flashing with nonsense, or simply incomplete, DM’s discretion).

You can use this feature once, regaining the ability to use it again when you finish a long rest, or by expending a Psionic Energy die to use it again.

Oneiric Assistance. You can pull psionic energy from dreams and infuse allies with the capability to do the imaginable. Whenever you take a long rest and you dream, you and allied creatures within range gain an Oneiric Mote, a spectral and translucent Tiny beacon of psionic energy. 

As a reaction to an attack roll or saving throw of you or a creature within 30 feet of you failing, you can roll a Psionic Energy die and consume their Oneiric Mote. The creature adds your proficiency bonus to the roll, and the next time they take a long rest and sleep, if they are able to, they dream and fully remember it as they wake up, awakening with a number of temporary hit points equal to the result. A creature can’t benefit from this feature if they don’t have an Oneiric Mote.

Channel Divinity: Oneiric Bolstering

At 2nd level, as an action, you can improve the capabilities of a creature within 30 feet of you by unleashing the untapped potential of their dreaming mind, while they are awake, expending a use of your channel divinity. As part of activating this feature on them, the creature gains an Oneiric Mote and temporary hit points equal to your level, and for 1 minute, they gain the following benefits:

  • Resistance to psychic damage. 
  • Advantage on saving throws against being charmed, frightened  or mind controlled by an effect such as the suggestion spell, as well as to end those effects on themselves.
  • Magic can’t put them to sleep. 
  • If they are reduced to 0 hit points, they are immediately stabilized, as they fall into a deep slumber until they regain hit points, during which they dream.

Unwaking Prodigy

Starting at 6th level, you have mastered new ways to use your oneiric abilities, detailed below: 

Part the Veil. You can grant creatures the ability to discern dreams and delusions from reality. As an action, you can touch a willing creature. Roll a Psionic Energy die. For a number of minutes equal to the result, the creature is able to sense the presence of magic, as well as be able to see through magical illusions, out to a range of 15 feet.

Pull from Imagination. You can bring forth matter and objects from the dreaming world when you need it. You can spend one minute concocting this short ritual, rolling two Psionic Energy dice and entering a slumber which you can’t be awoken from. A non magical item of your choice appears in your hands. The gp value of the item can't be more than 10 times the higher number rolled, and it must be Medium or smaller. The item glimmers softly, and a creature can hear faint soothing music when touching it. The created item disappears after a number of hours equal to the lower number rolled. 

You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. When you activate this feature, you can expend additional psionic energy dice to increase the size of the item, increasing it by one category for each 2 additional spent dice, or increasing the gp value of the item by 3 times the higher number rolled for each additional 2 spent dice (if you expend an additional 4 dice, 2 for the gp and 2 for the size, the item can be Large and have a gp of 13 times the higher number rolled on the original 2 dice).

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Herald of Dreams

By the time you’ve reached 17th level, you have attained such the utmost connection to the dream world and your psionic potential. You gain the following benefits:  

  • You have advantage on initiative rolls.
  • You can move through other creatures and objects as if they were difficult terrain, being shunted to the nearest unoccupied space and taking 1d10 force damage for each foot moved this way if you end your turn within a creature or object.
  • You gain a flying speed of 15 feet.
  • You have resistance to psychic damage. If you already have resistance to psychic damage or gain it through another method, you have immunity instead. 
  • You don’t need verbal or material components for cleric spells you cast, unless they have a gold cost, as you pull ethereal magic from your dreams when you need it.

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