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Dream

Clerics of the dream domain tend to be flighty and appear unfocused; they move from one thought to the next freely and often without warning, living a stream-of-consciousness life.

In truth, these clerics see the truth in all things, they know the deepest desires in the hearts of men and their greatest fears. They see the world in terms of abstract imagery and portents. Everything has meaning, for it is through dreams that the gods speak to us.

Many clerics of the dream domain follow deities of prophecy and portent, illusion, madness, secrets, and hidden things as well. The realm of dreams is the realm of the mind and the way we perceive the world.

Dream Domain Spells*
Cleric Level Spells
1st Silent image, sleep
3rd Hypnotic pattern, moonbeam
5th Confusion, hallucinatory terrain
7th Dream, seeming
9th Find the path, programmed illusion

Bonus Cantrip: Minor Illusion

At 1st level, you learn the minor illusion cantrip. This cantrip is in addition to any other cantrips you would normally know, and is a cleric spell for you.

The Hearts of Others

At 1st-level you also have an unique insights into the thoughts, dreams, fears and desires of others. You are proficient in the Insight and Persuasion skills. Whenever you make checks using either of these skills, you double your proficiency bonus with them.

Channel Divinity: The Stuff of Nightmares

Starting at 2nd-level, you can use your Channel Divinity to invoke the darkest dreams of your enemies. As an action, present your holy symbol and speak a prayer to the gods of innermost thoughts and dreams, and each hostile creature within 30 feet of you must succeed at a wisdom saving throw, or suffer 2d8 psychic damage and be frightened of you for 1 minute. Those that make their saving throw are not frightened and suffer only half damage.

Channel Divinity: Manifest Dreams

Starting at 6th-level, you may expend a use of Channel Divinity to make your spells more potent. Spend one use of Channel Divinity when you cast a clerical domain spell, and those who must make saving throws against that spell make their saves at disadvantage.

Evoke the Dreams and Desires

At 8th-level, choose one spell school from the divination, enchantment or illusion schools. All spells of this chosen school are now cleric spells for you. Once you choose a school, you cannot change it.

Perchance to Dream

At 17th level, you can force others into a dream state. As an action, by displaying your holy symbol and commanding your enemies into the realm of dreams in the name of your god, you force all hostile creatures within 30 feet with fewer levels than you or whose challenge rating is 1/3 your level or less, who can also see and hear you, to make a Wisdom saving throw. Those who fail fall into a fitful sleep and are incapacitated for one minute, until they take damage, or until someone takes an action to shake them awake. Those who succeed suffer 1 level of exhaustion. Creatures who are immune to the charmed, incapacitated, or unconscious conditions, or who do not sleep (such as elves), are immune to this ability.

After using this ability, you must complete a long rest before using it again.

Section 15: Copyright Notice

5th Edition Players Guide to Airhde, 1st Printing, Copyright 2019, Troll Lord Games; Author Jason Vey & Stephen Chenault