Cleric
Base Class: Cleric

Committed to an ideal rather than a specific god, Clerics of the Dream Domain believe in absolute truths of the world. Some believe in the essential nature of hope as reflected in the dreams that keep us striving for that unreached goal. Others believe nightmares are the true motivator, fear pushing at our heals toward progress and survival. Still others believe that reality only persists as long as we're sure it does, necessitating the experience of dreams and the surreal to keep us grounded while awake and peacefully separate while asleep.

The god that supports a Dream Clerics powers might have taken an interest in this line of thinking, almost an investor rather than a deity gifting abilities to a devotee. Gods aligned with good typically find purchase in Dream Clerics of hope, evil gods with nightmares, and neutral gods with the surreal, though this is not always the case. A Dream Cleric might have come from a line of augurs, prophets, or soothsayers, and adventures with the hope to spread their methods of survival to all rather than save it for a particular community. They might recognize their favor with the gods as a boon to be embraced or attention detracting from their message of mortal resilience.

Dreamwalker

At 1st level, you gain the ability to walk lucidly through your own dreams or the dreams of another creature within 30 feet of you while you both remain asleep. While in the dreams of another, you cannot affect that creature's dreams, only participate. If you interact with the creature while in their dream, they will remember it upon waking, though only with the clarity of a normal dream.

Bonus Proficiencies

When you choose this Domain at Level One, you must also choose which type of Dream Path you will walk. Based on the Dream Path (Hope, Nightmares, Surreal), you will gain bonus proficiencies.

 

Dream Path of Hope

You gain proficiency in Survival and an instrument of your choice as you reflect your innate resilience to the elements and use music to lighten the spirits of those around you.

Dream Path of Nightmares

You gain proficiency in Intimidation and learn to speak Abyssal to further your efforts at instilling fear in mortals.

Dream Path of the Surreal

You gain proficiency in Deception and Arcana as the truth is not always a clear part of reality and magic is the perfect reflection of the surreal in an otherwise mundane world.

Dream Domain Spells

When you select the Dream Path of Hope, you always have the below spells prepared.

CLERIC LEVEL SPELLS
1st Charm Person, Sleep
3rd Darkvision, Moonbeam
5th Counterspell, Revivify
7th Death Ward, Private Sanctum
9th  Dream, Greater Restoration

 

When you select the Dream Path of Nightmares, you always have the below spells prepared.

CLERIC LEVEL SPELLS
1st Bane, Sleep
3rd Darkness, Silence
5th Fear, Vampiric Touch
7th Blight, Phantasmal Killer
9th  Dream, Insect Plague

 

When you select the Dream Path of the Surreal, you always have the below spells prepared.

Cleric Level Spells
1st Color Spray, Sleep
3rd Alter Self, Mirror Image
5th Hypnotic Pattern, Major Image
7th Hallucinatory Terrain, Polymorph
9th  Dream, Seeming

Channel Divinity: Dreamer's Resilience

Starting at 2nd level, you can use your Channel Divinity to improve the resilience of those around you in a manner consistent with your Dream Path.

Channel Divinity: Resilience of Hope

At 2nd level on the Dream Path of Hope, you can blur the lines between dream and reality around you. For 1 minute,  an aura of hope flows out from you giving yourself and your allies within 30 feet of you the following benefits:

  • 4 Temporary Hit points per Cleric level for yourself and allies within 30 feet of you when the Channel Divinity is cast.
  • Advantage on Wisdom Saving Throws

Channel Divinity: Resilience of Nightmares

At 2nd level, you have mastered your own fears enough to make them serve you and your allies temporarily. For 1 minute, an aura of fear protects you and your allies within 30 feet of you and are granted the following:

  • Immunity to the Frightened condition.
  • Resistance to necrotic damage.

Channel Divinity: Resilience of the Surreal

At 2nd level, you gain the ability to firmly ground yourself and your allies in reality. This firm separation from the dream and the waking world expands out from you in an aura of 30 feet, giving yourself and allies within 30 feet the following for 1 minute:

  • Immunity to the Charmed condition. This also ends any charm effect on yourself or allies within the aura upon casting.
  • Resistance to psychic damage.

Waking Dreamer

As your understanding of consciousness, reality, and the dream state deepen, you find you are able to walk through the Material Plane as if dreaming. You can use Waking Dreamer to temporarily transport yourself to the Ethereal Plane. For 1 minute, you gain the effects of the Etherealness. You can use this feature a number of times equal to your Wisdom Modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

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

Sleepwalker

At 17th level, you are the master of your own dreams, granting you an awareness of your body even while sleeping:

  • You cannot be affected by Magical Sleep unless you choose to be.
  • You can control your body even while sleeping, allowing you to travel, converse, and even fight while sleeping. While in this state, you are considered [Tooltip Not Found] and you will not gain the effects of a long rest until the full duration required for your race is completed. Rules of exhaustion still apply if you have travelled for more than 8 hours at any point in the last 24 hours.

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