Cleric Domain: Dream

***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.***

### 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 and the Druidcraft cantrip. These cantrips count as a cleric cantrips for you and doesn't count against your number of known cantrips.

### Warrior of the Hyperuranium

At 1st level you gain the ability to scar your foes with frightening visions every time you hit them with your chosen weapons attacks. Choose two types of weapons to be your nightmare weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Every time you hit with your Nightmare Weapons you can use your Wisdom modifier instead of your Strength or Dexterity modifier to attack and damage rolls and you can chose to deal psychical damage instead of physical damage.

### 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 60 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 necrotic 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Wishful Thinking

At 17th level, you can make your Dreams a reality. You learn the Wish Spell, and it doesn't count toward your prepared spells for the day. By expending a use of Channel Divinity, you can cast Wish without expending a use of a spell slot. You can only use this feature once per long rest.