Dream Domain Cleric

* You can communicate with sleeping creatures within your telepathy range, appearing in their dreams. They can respond to you telepathically or by muttering phrases in their sleep. Your messages appear as harmless alterations to reality around them.
(Examples: Your face appearing in their food, the faces of the people around them changing to yours, people around them saying phrases directed at them, though acting as normal)
* You can use an action to wake a sleeping creature if they are in your telepathy range.

#### Always Dreaming

At 1st level, you gain the ability to rest without sleeping but sacrifice the pleasure of dreams. When you take a long rest you can choose to remain conscious and do minor tasks like reading or keeping watch and still gain all the benefits of a long rest. Additionally magic can't put you to sleep unwillingly.

## Level 2

#### Channel Divinity: Pocket of Tranquility

Starting at 2nd level, you can use your Channel Divinity to call out a bubble of the Dream Realm to your dimension. As an action, you reach out your holy symbol and summon a 15 foot radius sphere bubble around yourself or at a point you can see within 60 feet of you for 1 minute. The ground appears as a still lake filled with wondrous visions of the astral sea which ripples as creatures walk over it.

#### Bubble Effect:

* When you use this feature, you can designate any number of creatures you can see. Any attacks that inflict damage are done so at disadvantage against designated creatures while they are inside the bubble.
* Whenever the Sleep spell targets creatures within the bubble, the caster may reroll 1s or 2s when determining the amount of HP for the spell but the caster must use the new rolls.
* When the Sleep spell is deciding targets within the bubble, you can choose a number of creatures equal to 1 + the spell’s level. The chosen creatures are not chosen as targets for the sleep spell.
* Creatures have disadvantage with Drowsiness saves while within the bubble.

## Level 6

#### Mind of Dream

Starting at 6th level, your consciousness resides in a place between the world of dreams and the waking world.

You gain a limited ability to traverse the worlds of dreams. While a creature with which you are familiar is sleeping on the same plane, you can enter a semi-conscious state and travel into their dreams.

When you attempt to enter a creature's dream they recognizes you as the sender if they know you, and can choose to deny you access into their dreams or welcome you.

While in their dream, you can communicate with the creature so long as you wish to be within the dream or for 8 hrs. You have no control over the dream, and can potentially take damage from it if the creature becomes or was hostile towards you. All damage taken in a dream is psychic damage.

You can use this feature while long resting and it can only be used once per long rest. (If you use it as part of a long test it is refreshed upon completion)

#### Lullaby

• When you cast the Sleep spell, if your roll equals half of a creatures remaining HP they are afflicted with Drowsiness. Upon casting Sleep you can alter the spell so it attempts to apply drowsiness before moving on to the next creature.

•Creatures who are put under drowsiness by your Sleep spell must make a Constitution saving throw against your Cleric spell save DC at the end of their turn, ending the effect if they succeed.

• Creatures may also end Drowsy by using their action or having another creature use their action to end the effect.

• Creatures who are Drowsy have disadvantage on all ability checks and attack rolls.

• If a creature is still Drowsy after three turns, they fall into a slumber as if they had been fully affected by your sleep spell.

• Creatures immune to magical sleep can still be affected by Drowsiness but after three turns they no longer make saves to end the effect of drowsy.

## Level 8

#### Dreamy Intentions

Starting at 8th level, the charm of your sleep inducing spells is harder to break.

• Whenever a creature who has been put to sleep by spells takes damage, they must succeed on a wisdom saving throw against your cleric spell save DC in order to wake up.

• A creature who is under the sleep Spell can only be woken up after 8hrs after they were induced or by another creature using their action to wake them.

## Level 14

#### Potent Dream Casting

Starting at 14th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. You may also change the damage to psychic.

## Level 17

#### One with Dreaming

Starting at 17th level, you have fully become a being of the dreaming world. You gain the following benefits:

• When in another creatures dream, you can shape the environment of the dream out to 30ft around you.

• You experience with illusions gives you advantages on saving throws you are subjected to by illusion spells.

• Additionally, when a creature targets you with or subjects you to an illusion spell, you can attempt to take control of the illusion and force it back on them. As a reaction, you can roll a Wisdom check against the caster spell DC. On a success, you take control of the spell and can cast it against the creature without expending a spell slot or fizzle it. The spell counts as a cleric spell for the purpose of this feature. This feature can be used a number of times equal to your wisdom modifier.