Dream Domain (5e Subclass)
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Dream Domain[edit]
Cleric Subclass
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 epitetome 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 Clerics are often worshipers of the Nameless Dreamer, Valdorn, the beggar of the night, Hypnos, Morpheus or Desna, the dreaming butterfly.
Cleric Level | Spells |
---|---|
1st | silent image, sleep |
3rd | phantasmal force, darkness |
5th | catnap, major image |
7th | divination, phantasmal killer |
9th | dream, scrying |
- Initiate of Dreamland
Your connection to Dreamland empowers your imagination and your senses. When you select this domain at 1st level, you learn the Minor Illusion cantrip. You also gain Darkision with a range of 60 ft.
Channel Divinity: Turn the Lights Off
Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will.
As an action, you target a creature within 60 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or immediately fall asleep, move up to half their movement speed in any direction of your choice and make a single weapon attack against a creature of your choice within range, after that they immediately reawaken. Unconscious creatures automatically fail their saving throw. At 8th level creatures immune to Magical Sleep can be affected by this ability.
- Flight of the Dreamer
Starting at 6th level, you draw strength from your connection to Dreamland gaining two benefits.
•You have advantage on saving throws against illusions and you cannot be put to sleep by any means against your will.
•If you are in dim light or darkness, you can as a bonus action materialize a Flying Cushion which grants you a flying speed of 40 ft. You can use this Flying Cushion for a number of minutes equal to your Wisdom ability modifier. You need both your hands free to maneuver the Cushion. De-materializing the Flying Cushion requires you no action. You regain all the expended minutes after you finish a short or long rest.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Nightmare Dominus
At 17th level you can expend one use of your Channel Divinity as a standard action to cast Sleep as 9th level spell without expending a spell slot. Each creature affected, if you choose to, starts having nightmares about their worst, most horrifying fears and receive 8d12 radiant or psychic damage (your choice): this damage doesn't make the effects of the spell end. You can use this feature only once every long rest. Creatures immune to magical sleep aren't immune to this ability.
- OPTIONAL RULE
- PRIEST OF SLUMBER
If the GM wishes to the character may have the one or more of following drawbacks in order to gain Priest of Slumber benefit:
A Dream Domain Cleric's long rest requires 10 hours instead of 8 hours of sleep
A Dream Domain Cleric's unfinished long and short rests may be interrupted only by magical or other extreme means (e.g. a bucket of water or 10 nonlethal damage)
A Dream Domain Cleric cannot multi-class
- Priest of Slumber
After you finish a short rest you recover spell slots that have a combined level equal to or less than your Proficiency Bonus minus one. You can use this ability again after you complete three long rests.
For example, if you are a 5th-level cleric, you can recover up to two levels of spell slots. You can recover a single 2nd-level spell or two 1st-level spell slots.
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