January 22, 2016

Dream Domain

Divine Domain
Comments from the Finger: Lovecraft isn't about insanity or hideous creatures. It's about glimpsing a universe too big for us, and reeling from the terror of perspective. Perhaps that's why before Lovecraft started his Mythos, he wrote the Dream Cycle, which explored the strange worlds contained within dreams. The influence of dreams shows up in a lot of the seminal Great Old Ones mythos, most notably The Call of Cthulhu. I hope this does better justice to the cosmic horror genre than a cleric of madness or aberrations might have.

Dream Domain

Understanding your dreams is to peek into a wider reality, occupied by spaces and beings scarcely imaginable to the waking mind. Clerics of Dreams venerate nameless, ancient gods that slumber unseen, whose very dreams send ripples throughout the multiverse. They feel the presence of these beings in their own dreams, and are unshakable in their conviction that they will one day awaken.
     You understand that there is precious little difference between the visions we have when asleep and the wishes that consume us while awake, for the world that we live in is but a dream that we share. Ultimately, the power of one's dreams can supplant reality, for the two are not so different.

Dream Domain     Spells 
1st     charm person, sleep
3rd     detect thoughts, phantasmal force
5th     hypnotic pattern, speak with dead
7th     confusion, phantasmal killer
9th     awaken, dream

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.

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.

Changelog: 1/22/16 Living Nightmare: You can choose whether to inflict this damage
Dreamwalk: Reworded to make the teleportation airtight in the rules
1/23/16: Dreamwalk: You must be on the same plane of existance, and you cannot make your messenger appear monstrous and terrifying.


  1. Dreamtelling can be really good if the DM is kind enough to actually have divine dreams in your campaign or have any creatures tell you about dreams. If this isn't the case, then you're going to have a really useless feature.

    Everything else seems pretty solid otherwise, so nice job.

    1. Typically, the first level features are proficiencies, skills, and interaction features. My thinking was that this type of ability is about on the same power level.

  2. Living Nightmare should probably be an option when you use your channel divinity (I can see there being times when you want someone asleep, but you don't want them taking damage).
    Additionally, with Dreamwalk, "You then vanish and appear at the creature's bedside" is worded too vaguely in a rules-sense, for instance, it could be interpreted as: "you gain invisibility and an illusion of you appears in the creature's normal abode" rather than the intended "you then teleport to within 5ft. of the creature".

    1. Excellent comments, as always. Changes are coming ASAP

  3. This one is SO COOL! Dream Cleric! Even though it can vary a lot depending on the DM, I love stuff like Dreamtelling.

  4. My only worry is that Dreamwalk will make the Dream spell useless. It seems the wording gives some limitations to the use, although this is a bit unclear. Can I still do the nightmare dream and cause psychic damage? If so, does the body part clause apply? Do they still have to be on the same plane of existence? The wording seems to deny the ability to use it on an awake target then wait until they fall asleep. The ability in general seems a bit vague.

    1. The only portion of the dream spell that you can replicate with this effect is the communication (IE, creating a messenger and sending it to the dreamer.) I'll include a clause that clarifies that you can only use the peaceful effects of the dream spell. As such, the body part clause does not apply.

      I need to add a sentence to clarify that you must be on the same plane, my bad.

      Yes, the target needs to be asleep at the time of using this ability, unlike the Dream spell.