Cleric
Base Class: Cleric

Clerics of the Dreamveil Domain, or Memokeepers, walk the delicate boundary between the waking world and the hidden realm of dreams, serving Nocturna as oracles, visionaries, and keepers of forgotten truths. Through their divine connection, they navigate the vast expanse of the subconscious, deciphering cryptic omens and unveiling prophecies woven within the tapestry of sleep. Their dreams are not mere fantasies but messages from beyond—whispers of fate, glimpses of lost knowledge, and revelations obscured by the veil of reality.

These clerics embrace the ephemeral nature of perception, understanding that truth is often hidden behind illusion. As such, they wield magic that bends the senses, crafting illusions that serve as both deception and enlightenment. They can guide others into prophetic trances, slipping seamlessly into the dreams of the lost and weary to offer wisdom wrapped in mystery.

Revered as seers and feared as manipulators of perception, Memokeepers may be sought after by kings and scholars alike, yet distrusted by those who fear the power of the unknown. Some serve as sacred dream interpreters, unraveling the messages granted by Nocturna, while others walk a more shadowed path, infiltrating minds and reshaping memories to safeguard cosmic secrets. Regardless of their approach, they remain bound to the sacred duty of unveiling the unseen, for in dreams lie the truths that reality dares not reveal.

Level 1: Dreamkeeper's Blessing

Gain proficiency in Wisdom (Insight) and Wisdom (Perception) checks, reflecting your ability to discern truths from lies and read the hidden depths of a person’s mind.

Additionally, you can cast Sleep as a 1st-level spell without expending a spell slot once per long rest. When you do, it affects a number of creatures equal to your Wisdom modifier.

Lull to Rest

Starting at 1st level, you gain the ability to soothe weary minds and bodies, guiding others into a state of deep relaxation. As an action, you can touch a willing creature and lull them into a restful state. If the creature chooses to take a short rest, it can do so in half the usual time.

 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

Level 2: Channel Divinity: Oneiric Vision

Starting at 2nd level, as an action, you present your Holy Symbol and expend a use of your Channel Divinity to manipulate the dreams of one creature within 30 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature falls into a dream-like trance for 1 hour, during which it is charmed by you. While in this trance, the creature gains no benefit from sleep, and you may speak to it telepathically. While charmed, you can ask the creature one question (which it will answer truthfully, but it may be cryptic or unclear).

Level 3: Dreamveil Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Dreamveil Domain Spells table, you thereafter always have the listed spells prepared.

Dreamveil Domain Spells
Cleric Level Prepared Spells
1st Sleep, Unseen Servant
3rd Dream, Modify Memory
5th Bestow Curse, Hypnotic Pattern
7th Greater Invisibility, Phantasmal Killer
9th Scrying, Foresight, Weird

Level 6: Shrouded Mind

Starting a 6th level, your connection to Nocturna’s domain allows you to shield yourself from prying eyes. You gain immunity to any divination magic and cannot be charmed while conscious. Additionally, as an action, you can enter a meditative trance that lasts for 1 minute. While in this trance, you can detect the presence of any creature within 60 feet of you that is dreaming or meditating, and you can sense their emotions and general thoughts (but not their exact content).

Subconscious Echo

At 8th level, you learn to momentarily pull an enemy’s mind into the dream realm, disrupting their focus and clouding their thoughts. When a creature within 30 feet of you casts a spell, you can use your reaction to project a fleeting vision into their subconscious, forcing them to make a Constitution saving throw against your spell save DC. On a failed save, the creature’s mind stumbles between reality and dream, causing their spell to fail and be wasted. On a success, the creature's spell is cast normally, but they have disadvantage on concentration checks until the end of their next turn.

You can use this feature once per long rest, or you can expend a 4th-level spell slot to use it again.

Level 17: Prophet's Slumber

Starting at 17th level, once per long rest, when you take a long rest, you may choose to enter a deep prophetic slumber. During this sleep, you are transported to Nocturna’s divine realm, where you commune with the goddess herself. This functionally acts as the Divination spell, except that the answer you receive will always be cryptic, foretelling an outcome but requiring interpretation. This prophetic vision is often filled with symbols, riddles, and allegories that only a deep understanding of dreams and the subconscious can decode.

Alternatively, once per long rest, you can use this feature to cast Foresight on yourself, gaining the benefits for up to 8 hours. However, you suffer one level of exhaustion after using this ability.

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