Cleric
Base Class: Cleric

Dream Domain

Dreams are not simply a way for the mind to occupy itself in the unwaking hours. Often times dreams and nightmares are a way for the unconscious to process the experiences of the mind. The realm of dreams is a place of ever-changing forums and shapes and few can master its landscape. Clerics of this domain seek to exactly that.

Cleric Level

Spells

1

Unseen Servant, Sleep

3

Bless, Suggestion

5

Fear, Sending

7

Confusion, Guardian of Faith

9

Awaken, Scrying

Teaspoon of Sugar

At 1 level, you gain proficiency in the Medicine Skill, as well as a choice of proficiency in either Alchemist’s Supplies or Herbalism Kit.

Alchemist's Supplies

Type: Tool Cost: 50 gp Weight: 8 lbs
 

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Herbalism Kit

Type: Tool Cost: 5 gp Weight: 3 lbs
 

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

Channel Divinity: Restful Slumber

At 2 level you learn how to use your channel divinity to weave your power over the dreams of others to aid your allies in getting a restful night’s sleep. When taking a long rest, you can expend a use of channel divinity to have all allies regain one additional Hit Die upon complete of the rest.

Guiding Vision

Starting at 6 level, whenever you case the bane, bless, guidance, resistance or true strike spells add your Wisdom modifier to the total rolled on the die provided by the spells effect.

Dreamwalker

At 8 level you learn the ability to enter the dreams of other creatures. When you wish to enter the dream of the creature you must within 100ft of that creature and the creature must be asleep. You enter a meditative state that requires concentration to maintain and enter their dreamscape. When entering the dreamscape of a creature with an intelligence higher than 8 that creature is allowed a saving throw against your spell save DC to expel you from their mind. Damage suffered by the cleric as usual and can kill them.

Eternal Dreamer

Starting at 17 level you become immune to being put to sleep by any means. Additionally, you no longer require a rest as usual, nor do you suffer exhaustion for not sleeping. You may still take long and short rests and gain all the normal benefits. You may also choose to sleep or trance even though it is not required.

Previous Versions

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