Dream Domain
Clerics of the Dream Domain serve as guardians of the veil between sleep and wakefulness. They are attuned to the hidden currents of the mind, the flickering illusions of dreams, and the subtle power that stirs when mortals slumber.
Domain Spells
You gain Domain Spells at the Cleric levels listed in the Dream Domain Spells table.
Dream Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Heroism, Sleep |
| 3rd | Invisibility, Phantasmal Force |
| 5th | CatnapXGtE, Hypnotic Pattern |
| 7th | Greater Invisibility, Phantasmal Killer |
| 9th | Dream, Wall of Force |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in the Insight skill and one of the following skills of your choice: Deception, Performance, or Persuasion.
Waking Dream
Also at 1st level, dreaming in the waking world allows your magic to manifest twofold. When you cast a Cleric spell of the Enchantment or Illusion school that targets only one creature, the spell can target an aditional creature within 30 feet of the original target.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a Long Rest.
Channel Divinity: Snare of Sleep
Starting at 2nd level, you can use your Channel Divinity to afflict a creature with intense drowsiness.
As an action, you choose one creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target has the Restrained condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Unseen Cradle
Starting at 6th level, when a creature within 30 feet of you is reduced to 0 Hit Points but not killed outright, you can use your Reaction to place them into a stasis of pleasant dreams. While in this stasis, the creature is Stable and Invisible to hostile creatures. The stasis lasts until the creature regains Hit Points by any means.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a Long Rest.
Oneiric Awareness
Also at 6th level, you gain greater understanding of the tricks of the mind. You gain Advantage on saving throws against being Charmed or Frightened.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Oneiric Ascension
At 17th level, your blessed affinity with dreams grows in power:
- You gain Immunity to the Charmed and Frightened conditions, and magic can't put you to sleep against your will.
- When the target of your Snare of Sleep fails their saving throw, you can cause them to be Stunned until the start of your next turn instead of Restrained (no action required).
- Creatures under the effect of your Unseen Cradle can regain 1 Hit Point at the start of their turn (their choice).
Art Credit
David LaRocca, Yog-Sothoth Knows the Gate