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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. The Queen of Dreams, Mistress of
Nightmares, Goddess Euphamay rule over the land all have visited but few understand. But
this is not only a domain of rest and respite, for it is also a domain of unrestrained thought,
ambition and imagination. For some, this can be wondrous, enlightening, life changing, and
freeing. For others, it is horrific, terrifying, and cruel. It is the will of the gods that one
experiences in their most vulnerable hours of life.

Dream Domain (1): At each indicated cleric level, add the listed spells to your spells
prepared. They do not count towards your limit.

Spells marked with a an asterisk (*) can be found in the Avalon Homebrew Spells .

Domain Spells
Spell Level Spells

1st silent image, cause fear

2nd calm emotions, phantasmal force

3rd field of dreams*, catnap

4th hallucinatory terrain, phantasmal killer

5th awaken, dream

Bonus Cantrip (1): 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.

Sand of Dreaming (1): Also at 1st level, you can channel your deity’s power to induce
slumber.
You learn the sleep spell, which counts as a cleric spell for you and does not count towards
your number of spells prepared. Additionally, you cast it a number of times equal to your
proficiency bonus per long rest. When cast this way the dice of the spell becomes d10.
When you reach 7th level in this class you can cast sleep as 2nd level spell, at 11th level you
can cast it as 3rd level spell, and at 15th you can cast it as a 4th level spell.

Sleepwalker (1): Your dreaming has thought you are at your strongest while a little
distracted. While concentrating on a spell, you can Disengage as a bonus action.
In addition, your experiences with people's dreams, ambitions and fears makes it easier to
understand their waking life, you gain proficiency with the Insight (Wisdom) skill.

Channel Divinity: Dream Sculptor (2): Starting at 2nd level, you can use your Channel
Divinity to turn dreams and nightmares into reality.
As a bonus action, you can choose one illusion you create from a cleric spell you cast. As
long as you maintain concentration, the illusion becomes real for the duration of the spell. If
the spell would allow you to change the nature of the illusion, the illusion you are making real
shifts and changes as you desire.

Illusions that change the world around you change the world to accommodate such changes.
Once concentration is broken however, the world returns to how it was before (Example: If
you make the illusion of a long hallway, make it real, enter the hallway, and lose
concentration, you and any creatures in the hallway will be shunted out to the nearest
unoccupied space, taking any appropriate damage.)

If you create a creature, the creature becomes real and takes turns immediately after you. It
is friendly to you and your allies until one of your allies deals any damage to it, and otherwise
uses the stat block most appropriate for that creature chosen and also appropriate for your
level, both of which are decided by the DM. The DM has the creature’s statistics and the
control.

Disclaimer. This feature is designed to have minimal restrictions to show the endlessness of
the dreams but this should not become game breaking. If a dream came true is too
uncontrollable it might not stay as long as a more sustainable dream.

Dream Form (6): Your magic allows you to walk halfin the waking world, and half in the
realm of sleep. While you are concentrating on a spell of 1st level or higher, your movement
is unaffected by difficult terrain, and you are immune to the grappled and restrained
conditions. In addition you can move through other creatures and objects as if they were
difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an
object.

Dream Blessed Strikes (8): You are blessed with your god’s divine might in battle. When a
creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8
psychic damage to that creature. Once you deal this damage, you can't use this feature
again until the start of your next turn.

Walk Back Through (17): Whenever you would be reduced to 0 hit points, you fall
unconscious as normal. In 3 rounds or if you would die, you instead, are healed to half your
maximum hit points and may act normally. Once used this ability cannot be used again until
you complete a long rest.

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