Dream Domain

You are able to use dreams to communicate with others and foresee future events. Your dreams grant you a level of foresight that allows you to react quicker to danger, you receive a +1 insight bonus to all initiative checks. This bonus increases by 1 for every 5 cleric levels you possess.

Granted Powers

  Dream Guidance (Su): As a standard action, you can enter a pseudo-trance that allows you to recall the visions you received in your dreams with increased clarity. It is almost imperceptible to see that you are in this pseudo-trance and you can act normally however, you may add the bonus you receive to initiative from this domain as an insight bonus to your Armor Class and all saving throws for the duration of the trance. The trance lasts for 1 hour per cleric level you possess. This duration does not need to be consecutive, but must be spent in 1-hour increments. As an immediate action you may end the duration and provide double the bonus you receive from the trance to any one ally with 30 feet as you shout a warning to them. The ally receives this bonus until the start of your next turn.   Dream Sanctuary (Su): At 8th level, you gain the ability to take yourself and your allies to your own private sanctuary in the Dreamlands. This may only be done while sleeping and any sleeping ally with 60 feet may be contacted through their dreams to see if they are willing to go. A number of willing allies equal to one per two cleric levels may then follow you into your dream sanctuary. The dream sanctuary has a relaxing atmosphere and allows the cleric to share their visions of what is to come to their allies. They may also partake in a dream feast that does not rejuvenate their physical forms but rejuvenates their minds.   If the cleric and their allies are allowed to remain in the dream sanctuary for an hour without interruption, they receive the effect of a break enchantment spell (with a caster level equal to the cleric's level) on all mind-affecting effects currently on them. They also gain 1d8 temporary hit points + 1 point per two caster levels (maximum +10), a +1 insight bonus on all attack rolls, and a +4 morale bonus on Will saves against mind-affecting effects. If the cleric has the dream feast spell prepared when using this ability, they may share the effects of that spell with all allies in the Dream Sancturay. These bonuses last for 12 hours. You and your allies are protected from influenced dreams, whether of mundane or magic origin (with the exception of the dream feast spell). Dream Sanctuary prevents the effects of night terrors, nightmare, the dream haunting of a night hag, and similar sleep disturbances. The spell also protects the target creature from naturally occurring nightmares. This ability can only be attempted once per day and if the 1 hour sleep requirement is interrupted for any reason the effect fails.   Domain Spells: 1st—dream feast, 2nd—embrace destiny, 3rd—bestow insight, 4th—dream, 5th—dream scan, 6th—cloak of dreams, 7th—dream council, 8th—moment of prescience, 9th—create demiplane, greater*.   *Normally the create demiplane, greater spell requires you to have access to and create your demiplane on either the Astral or the Ethereal planes. This version of the spell only allows you to create the demiplane within the Dreamlands plane. For the purposes of this spell, the Dreamlands plane can be access from any plane that the Astral and Ethereal planes can be accessed from.
Related Deity/Higher Power

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