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Domain of Dream

The domain of Dreams, the realm of stories and everything that isn't in reality. This is the domain of limitless, if not uncontrollable possibilities. But this is not only a domain of rest and respite, for it is also a domain of unrestrained thought and imagination. For some, this can be wondrous, enlightening, and freeing. For others, it is horrific, terrifying, and cruel. It is the will of the gods what one experiences in their most vulnerable hours of life.    

Spell Table

Level Spell
1st Sleep, Silent Image
3rd Blur, Misty Step
5th Fear, Major Image
7th Hallucinatory Terrain, Phantasmal Killer
9th Creation, Dream
 

Dream Maker

Starting at 1st level, you gain the power to bring the imaginary to new life through the power of subconscious thought. You learn the minor illusion cantrip, which counts as a cleric cantrip for you and does not count towards the number of known cantrips.    

Dreamwalker

Starting at 1st level, you gain a limited ability to traverse the worlds of dream. While a creature is sleeping within 30ft of you, you can enter a semi-conscious state and travel into their dreams. While in their dream, you can communicate with the creature without requiring sharing a language, as both of you can understand the other so long as you wish to be. You have no control over the dream, a potentially can take damage from it if the creature becomes or was hostile towards you. All damage taken in a dream is psychic damage.    

Channel Divinity: Deep Slumber

Starting at 2nd level, you can use your channel divinity to lull others into a deep sleep. As an action, you present your holy symbol, and creatures you choose within 30ft of you must make a Wisdom saving throw against your spell save DC. On a failed save, creatures fall unconscious for 1 hour or until the sleeper takes any damage.    

Mind of Dream

Starting at 6th level, your consciousness resides in a place between the world of dream and the waking world. You gain the following abilities:
  • While you are unconscious but not dying, you are aware of everything that happens within 60ft of you. If you still have hit points remaining, you can willingly wake up as an action.
  • You gain telepathy out to a range of 60ft and can communicate this way even while unconscious. You can communicate with sleeping creatures, appearing in their dreams. They can respond to you telepathically or by muttering phrases in their sleep, but you otherwise gain no insight into their dreams. Regardless of whether the recipient is awake or not, you can choose for your telepathic messages to appear as harmless alterations to reality around them, visible only to them (Examples: Your face appearing in their food, the faces of the people around them changing to yours, people around them saying phrases directed at them, though acting as normal).
  • While you are unconscious but not dying, you can cast spells without requiring verbal or somatic components.
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    Potent Spellcasting

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

    One with Dreaming

    Starting at 17th level, you have become fully a being of the dreaming world. You gain the following benefits:
  • You are immune to magically being put to sleep.
  • Whenever you enter the dreams of another creature, you can choose for your body to teleport into the world of dreams completely. When you return to the material plane, you reappear in the last space you were in, or the nearest free space. Any damage you take while your physical body is in another creature's dream is reflected on your body even when you return to the material plane.
  • When in another creature's dream, you can shape the environment of the dream out to 30ft around you.
  • You see through illusions and automatically succeed on saving throws you are subjected to by illusion spells. Additionally, when a creature targets you with or subjects you to an illusion spell, you can attempt to take control of the illusion and force it back on them. As a reaction, you can roll a Wisdom check against a DC equal to 10 + the spell's level. On a success, you take control of the spell and cast it against the creature without expending a spell slot. The spell counts as a cleric spell for the purpose of this feature.

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    Created by

    Lord Mcberry.

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