Cleric - Dream Domain
The Dream Domain represents our unconscious insight, our deepest fears, our unbounded imagination, our delusions and our slumber. Dreams represent both hope and despair. Dreams are predictions, visions of things yet to pass, and are memories of our past both fond or troubled. In dreams we find our wildest and pure inspiration, muse for invention, culture and art. With dreams comes rest, the epitome of natural restoration and well being. To sleep is to be willing to be vulnerable and unaware to restore oneself and enter in a world of wonder.
Dream Domain Spells
Dreamtelling
At 1st level, you can interpret the symbolism of a dream to learn what sort of fears, concerns, or prophecy inspired it. If a dream originates due to fear or stress on the part of the dreamer, you can gain insight into its reasoning, its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates.) If the dream is divine in origin, the dreamtelling acts as a commune spell, with the question asked relating to a great fear or concern of the dreamer. After interpreting the dreams of a creature, you have advantage on Charisma checks you make against it for 1 hour.
Channel Divinity: Slumber
Starting at 2nd level, you can use your Channel Divinity as an action to force a creature you can see within 60 feet to fall into a deep magical sleep.
This creature must make a Wisdom saving throw or fall unconscious for up to 1 minute. Undead and creatures immune to being charmed automatically succeed this saving throw. The creature can reattempt this saving throw with advantage when it takes damage.
Living Nightmare
By 6th level, when you place a creature into a slumber, they toss and turn in the anguish of a fever dream. When a creature that is unconscious due to your Slumber feature begins its turn, you can choose for it to take 3d6 psychic damage. It does not reattempt its saving throw due to this damage. You do not kill the creature due to this damage; you can only reduce it to 1 hit point.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.Supreme Healing
By 17th level, you can step through the world of dreams. In a ritual requiring 1 minute of concentration, choose a creature known to you that is currently sleeping on the same plane as you. You can become a messenger in the creature's dreams, as per the spell dream, though you cannot make the messenger appear monstrous and terrifying. You can then teleport to the creature's bedside.
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