Dream Cleric 2024

by chazgpt

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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.

Level 3: Domain Spells

You gain Domain Spells at the Cleric levels listed in the Dream Domain Spells table.

Dream Domain Spells
Cleric Level Spells
3rd Heroism, Invisibility, Phantasmal Force, Sleep
5th CatnapXGtE, Hypnotic Pattern
7th Greater Invisibility, Phantasmal Killer
9th Dream, Wall of Force

Level 3: Bonus Proficiencies

You gain proficiency in the Insight skill and one of the following skills of your choice: Deception, Performance, or Persuasion.

Level 3: Waking Dream

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.

Level 3: Snare of Sleep

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to 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.

Level 6: Unseen Cradle

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.

Level 6: Oneiric Awareness

You gain greater understanding of the tricks of the mind. You gain Advantage on saving throws against being Charmed or Frightened.

Level 17: Oneiric Ascension

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