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Dream (3pp)

The Dream domain focuses on altered consciousness, often in forms that others perceive as horrific madness, though more placid dream-seekers might also choose this domain. It is chosen chiefly by clerics who worship

Azathoth, as well as by those who follow several Great Old Ones (including Byatis, Cthugha, Great Cthulhu, Gobogeg, Hastur, the King in Yellow, Nyogtha, and Rhan-Tegoth).

Dream Domain Spells
Cleric Level Spells
1st hideous laughter, sleep
3rd dream guide, suggestion
5th hypnotic pattern, major image
7th confusion, phantasmal killer
9th dream, modify memory

Mad Insight

When you choose this domain at 1st level, you gain proficiency in your choice of Arcana or Yog-Sothothery. If you already have proficiency in both of these skills, instead choose any other skill.

Additionally, when you make an attack roll, saving throw, or ability check, you can choose to roll a d4 after rolling the d20 and add it to the result. If you do, whenever you roll an attack roll, saving throw, or ability check before the end of your next turn, you roll a d4 and subtract it from the result. Once you use this feature, you can’t use it again until you finish a short or long rest.

Figment out of Dreams

Also at 1st level, you learn your choice of dancing lights or minor illusion, which doesn’t count against the number of cleric cantrips you know. It is a cleric spell for you.

Channel Divinity: Focused Reverie

Starting at 2nd level, you can use your Channel Divinity to hide inside your mind.

As an action, you present your holy symbol and invoke your deity’s guidance to gain advantage on Constitution, Intelligence, Wisdom, and Charisma saving throws for as long as you concentrate, as if concentrating on a spell, up to 1 minute. You can cast any Dream domain spell with a casting time of 1 action as a bonus action while you maintain concentration, though if it breaks your concentration (such as if you cast a new spell requiring concentration), it ends the Focused Reverie.

Channel Divinity: Forgetfulness

Starting at 6th level, you can use your Channel Divinity to wipe away memories as if they were dreams.

As an action, you present your holy symbol and evoke the gentle lull of awakening from sleep. Choose up to three creatures you can see within 60 feet. Each creature must succeed on an Intelligence saving throw against your spell save DC or forget the past 1 minute until greater restoration, remove curse, or similar magic is cast upon the creature.

If combat began in the past minute and is still ongoing, those creatures roll initiative again. They effectively haven’t acted until their new initiative count. On a failed save, the creatures can make one new saving throw to recall the information when they next finish a long rest, but if they fail again the information remains forgotten indefinitely.

If forgotten knowledge caused dread or insanity (as described in Chapter 4), those conditions have no effect on the creatures until the forgotten knowledge is recalled.

If pressed on the topic, the creatures are aware they are forgetting something, but not necessarily what manner of information or that you erased the memory. If the targets are asleep, you can choose any 1-minute period since they last awakened for them to forget.

Psychic Strike

Starting at 8th level, once on each of your turns when you hit a creature with a weapon or spell attack, you can cause the attack to deal an extra 1d6 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d6.

Advanced Domain Spells

Starting at 14th level, you always have the following spells prepared, without counting against your number of spells prepared, as long as you can prepare spells of the spell’s level: programmed illusion, mirage arcane, feeblemind, and weird. They are cleric spells for you.

Psychic Awakening

Starting at 17th level, you can cast spells without providing verbal or somatic components, even if you are paralyzed or unconscious, as long as you have at least 1 hit point and nothing else is preventing you from seeing a target or taking an action.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.