Dreamer Domain

Subclass of: Cleric

Clerics of the Dreamer Domain dedicate themselves to The Dreamer, a mysterious entity from below the sea, embracing a future filled with inevitability of pain and dominion over the multiverse. They are granted esoteric powers to manipulate dreams, inflict nightmares, and alter the fabric of reality to spread fear and discord. With abilities to communicate in forgotten tongues and manifest the tormented aura of their deity, these clerics embody the will of The Dreamer, serving as both its voice and vanguard in a world unprepared for the darkness that awaits. Choosing this domain means wielding the power of nightmares and dreams as tools to fulfill the dark prophecy of their otherworldly patron. 

While some clerics worship deities of established pantheons, others put their faith in beings beyond the stars. Clerics of The Dreamer Domain have (for better or for worse) pledged themselves to The Dreamer. They know that the pain and subjugation that The Dreamer will bring to the multiverse is inevitable, and by becoming one of his acolytes, their survival will be guaranteed in the dark world to come.

Dreamer Domain Spells
1st illusory script, sleep
3rd dream gaze, dreamer’s nightmare
5th major image, siren song
7th mind breaker, phantasmal killer
9th awaken, dream

Bonus Proficiency

At 1st level, you gain proficiency with the trident and navigator’s tools. You gain the ability to speak, write, and understand the Cthule language. (this language will not display as a known language)

Tormenting Aura

Beginning at 1st level, your presence begins to amplify feelings of torment and dread. Any spell that causes a target to become charmed, frightened, or stunned has the DC increased by 1 so long as the affected creature(s) is within 10 feet of you.

This range increases to 20 feet at 6th level. The save DC increases by 1 at 8th level.

Channel Divinity: Entranced

Starting at 2nd level, you can use your Channel Divinity to press the influence of The Dreamer onto a target. As an action, you may touch a target with your holy symbol. The target must succeed on a Wisdom saving throw or fall into a deep sleep for 1 hour or until they take damage or someone uses an action to shake or slap the sleeper awake. When the creature awakens, it has a -2 to attack rolls, skill checks, ability checks, and saving throws for the next 1 hour. Undead and creatures that don’t sleep, such as elves, aren’t affected by this attack.


At 6th level, you gain the practiced insomniac feat. (this must be manually added to your character sheet)

Night Terrors

At 8th level, your increased mastery of dreams has allowed you to interfere with the dreams of others. You can spend an hour entering into a dream-like trance, during which you may focus on a creature that you will attempt to plague with terrifying dreams. You must succeed on a Wisdom check (DC equal to 8 + your targets WIS modifier + their proficiency bonus). The DC is reduced by 1 if you have met them in person before and an additional 1 if you are in possession of an object of theirs. On a success, the creature becomes inflicted with night terrors for 2d4 days. The night terrors prevent the creature from receiving the benefits of a long rest, and the creature has disadvantage on all Wisdom and Constitution saving throws and skill checks.

Conduit of The Dreamer

At 17th level, you have become the true catalyst of The Dreamer. As a bonus action, you incite the powers of The Dreamer and gain the following traits for 1 hour:

Once you have used this feature, you cannot use it again until after a long rest.