5e Dream Domain

The Dream Domain is a Divine Domain available to the Cleric class.

Adventures can reach us even while we are asleep. The Dream Domain represents our inner subconscious, our ambitions, and our slumber. Dreams are both our hopes and fears. Dreams are predictions of things yet to pass, and are memories of our past both fond or troubled. To some, getting a good night's sleep is their very meaning of life.

Dream Domain Clerics are often worshipers of the Nameless Dreamer aka the Unaligned Deity aka the Sleepy Kitty.

Creative Acolyte
Dream Domain clerics are adept at acting and storytelling. They also might have a passion for art, cuisine, role playing, writing, or just brewing a fine craft beer. When you choose this domain at 1st level, you add your Wisdom modifier as an additional bonus to the next check you make with Artisan's tools or Performance before your next long rest. You gain this bonus once again after a long rest.

Restful Slumber
Also at 1st level, all allies within 20 feet of you gain full recovery of their hit dice if they finish a long rest. Each affected creature also wakes up with a number of temporary hit points equal to your Cleric level. These temporary hit points expire if not already used by the ally's next short or long rest.

Additionally if you are a living construct or other race that doesn't normally dream, you may now dream if you desire to.

Channel Divinity: Deep Slumber
Starting at 2nd level, you gain the following Channel Divinity option:

Deep Slumber. As an action, you present your holy symbol and invoke the sleepiness of your deity. Each CR 1/4 or lower creature within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it falls unconscious for 1 minute or until it takes damage. Undead and creatures immune to charm are immune to this effect.

At higher cleric levels, it can affect CR 1 or lower creatures at 5th level, CR 2 at 8th, CR 3 at 11th, CR 4 at 14th, CR 5 at 17th and CR 6 at 20th.

Lucid Dreaming
Starting at 6th level, you learn to control your dreams by realizing when you are dreaming. You always know when you are dreaming or charmed. Whenever you succeed on a save against a mind-altering imaginary effect like a phantasm, charm, or memory alteration, you can control the effect. You get a Wisdom save at the end of each of your turns against such effects if the non-instantaneous effect doesn't normally allow subsequent saves.

If you control the effect, you can turn it on its caster by expending a use of Channel Divinity. The caster must make a Wisdom save versus your spell DC or become the new target of the original effect.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Astral Projection
Starting at 17th level, you can cast Mislead while unconscious without any spell components. If you do so, Mislead lasts until you are no longer unconscious. You have the option to spend 10 minutes unconscious to cast Mislead like a ritual.

Additionally, you can use your illusory double to cast any of your domain spells as if you were there. Your illusory double can serve as a divine focus.