Cleric Domain: Dream Domain

by FrostBladestorm

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Cleric: Dream Domain

Cleric's of the dream domain understand the value of dreaming and the stories it creates. Dreamers as they like to be called, utilise the power of their deity to control their mind while they are sleeping. These dreamers wield a rare and strange power that few understand. Their visions are said to be uniquely helpful in the adventuring profession, so despite their often distant nature they are a sought after bunch.

Clerics of this domain follow deities that guide others such as Inoria and Renaria, or beings that inhabit the stars like Casaldius and some entities. Oridia, Archangel of Dreams, is their main deity and the source of their original power.

Dream Domain Features
Cleric Level Feature
1st Domain Spells, Guiding Visions
2nd Channel Divinity: Slumber
6th Awakened Mind
8th Potent Spellcasting
17th Dreamer's Trance

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.

Dream Domain Spells
Cleric Level Spells
1st cause fear, sleep
3rd calm emotions, phantasmal force
5th catnap, clairvoyance
7th compulsion, phantasmal killer
9th dream, modify memory

Pilgrim traveling through Denarius

Guiding Visions

Beginning at 1st level, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet and you can target a number of creatures equal to your Wisdom modifier (minimum 1).

Channel Divinity: Slumber

Starting at 2nd level, you can use your Channel Divinity and touch a creature as an action, causing them to enter a trance.

The target must make a Wisdom saving throw. On a failure, the target falls unconscious for 1 hour, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. A creature can choose to fail this saving throw.

Awakened Mind

When you reach 6th level, your exposure to dreams has unlocked some of your power. You gain the following benefits:

  • While you are unconscious but not dying, You are aware of everything that happens within 60 feet of you.
  • Magic cannot put you to sleep unless you are willing.
  • You have resistance to psychic damage and immunity to psychic damage while unconscious.

Potent Spellcasting

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

Dreamer's Trance

At 17th level, you can use your action to fall unconscious for 1 minute or until you wake up on your turn (no action required). While unconscious this way, you gain the following benefits:

  • You can move and act as normal, but you cannot speak. You can still perform verbal components by babbling.
  • You have resistance to all damage.
  • You have advantage on all Intelligence, Wisdom, and Charisma saving throws you make.

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