Base Class: Cleric
Understanding your dreams is to peek into a wider reality, occupied by spaces and beings scarcely imaginable to the waking mind. Clerics of Dreams venerate nameless, ancient gods that slumber unseen, whose very dreams send ripples throughout the multiverse. They feel the presence of these beings in their own dreams, and are unshakable in their conviction that they will one day awaken.
You understand that there is precious little difference between the visions we have when asleep and the wishes that consume us while awake, for the world that we live in is but a dream that we share. Ultimately, the power of one's dreams can supplant reality, for the two are not so different.
Domain Spells
1st-level Dream Domain feature
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.
Dream Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
|
1st |
silent image, sleep |
|
3rd |
phantasmal force, augury |
|
5th |
catnap, summon fey |
|
7th |
phantasmal killer, faithful hound |
|
9th |
dream, scrying |
Bonus Proficiencies
1st-level Dream Domain feature
Your proficiency bonus is doubled for any ability check you make that uses your Insight or Religion skills. You also learn one illusion, divination, enchantment, or conjuration cantrip from any spell list of your choice. For you, this cantrip counts as a cleric cantrip and doesn’t count against the number of cleric cantrips you know.
Channel Divinity: Dreamscape
2nd-level Dream Domain feature
You can use your Channel Divinity to bridge the gap between world around you and the dream world.
As an action, you present your holy symbol, and a dreamy mist surrounds you. The mist is centered on you, has a 30-foot radius, and is filled with silver lights. The mist moves with you, and it lasts for 1 minute or until you are incapacitated or die. While in the mist attackers have disadvantage on attack rolls to hit you. Whenever a creature (including you) ends its turn in the mist, you can target that creature with one of these effects:
- You end one effect on it causing it to be charmed, frightened, or unconscious.
- if they have 4 or less Hit Die, you put them to sleep as if by the sleep spell, if they have more than 4 Hit Die, they have disadvantage on attack rolls while in the mist, these effects can be resisted by succeeding on a Wisdom saving throw (the DC is equal to your spell save DC).
- You grant them advantage or disadvantage on 1 saving throw of your choice until the end of their next turn.
You also are immune to the frightened condition.
Dream Sight
6th-level Dream Domain feature
At 6th level, you can expand your senses through the ethereal plane granting you the following benefit:
- Ethereal Sight. You can see 60 feet into the Ethereal Plane when on the Material Plane, and vice versa.
Dream Walker
6th-level Dream Domain feature
Additionally at 6th level, you can choose to enter a trance instead of dream whenever you sleep. When you do so, your consciousness travels ethereally from your body. You can observe your surroundings as if you were in the Ethereal Plane, but you follow its normal rules when interreacting with your surroundings. You cannot use this feature if your current location has no connection to the Ethereal Plane. This trance ends early if you use a bonus action to end it, you travel more than 300ft from your body in this manner, or you are woken up. You still gain the benefits of a long rest when using this feature and a creature that cannot dream enters this trance naturally.
You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Potent Spellcasting
8th-level Peace Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Otherworldly Guise
17th-level Dream Domain feature
at 17th level, you bridge the gap between dream and reality. You can cast Tasha's Otherworldly Guise once per long rest, substituting your holy symbol for its material component. When you cast the spell in this way, you gain additional benefits depending on whether you choose a Dream or a Nightmare. This effect lasts for 1 minute and ends early if you are incapacitated, die, or end it as a bonus action. You gain the following benefits until the spell ends:
- You have a +2 bonus to AC.
- Spectral wings appear on your back, giving you a flying speed of 40 feet.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You gain resistance to all damage except radiant and force damage (Nightmare) or resistance to all damage except necrotic and psychic damage (Dream)
- You are immune to the poisoned condition (Nightmare) or the charmed condition (Dreams).
- You can move through all creatures as if they are difficult terrain, but you cannot end your turn in a creature's space. Furthermore, you can use a bonus action to enter/exit the Ethereal Plane
- You gain the benefits of the Lower Planes selection (Nightmare) or the Upper Planes selection (Dream).
Previous Versions
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1/26/2021 3:20:00 AM
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1/26/2021 4:54:13 AM
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Coming Soon
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Posted Mar 1, 2021except the spell has not existed since 3e, no longer existing in 5e as far as we know and in 3e was a level 4 or 6 spell depending on if u got it from being a shaman or of the dream domain, plus some things need to be stronger than others and not every domain is heavily effective for combat and such, hence why despite being the same rank of god, the likes of tiamat and auril have massive differences in cr
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Posted Feb 25, 2021With a bit of work on the formatting and a better 6th level power this would be perfect. Having the same effect as 2th level spell for a 6th level power is really weak.