1: Domain Spells, Dream Maker, Dreamwalker
2: Channel Divinity: Deep Slumber
6: Dream Sculptor
8: Blessed Strikes
17: Mind of Dream
Starting at 1st level, you gain the power to bring the imaginary to new life through the power of subconscious thought. You learn the minor illusion cantrip, which counts as a cleric cantrip for you and does not count towards the number of known cantrips.
Starting at 1st level, you gain a limited ability to traverse the worlds of dream. While a creature is sleeping within 30ft of you, you can enter a semi conscious state and travel into they dreams. While in their dream, you can communicate with the creature without requiring to share a language, as both of you can understand the other so long as you wish to be. You have no control over the dream, an potentially can take damage from it if the creature becomes or was hostile towards you. All damage taken in a dream is psychic damage.
Starting at 2nd level, you can use your channel divinity to lull others into a deep sleep.
As an action, you present your holy symbol, and a creature you choose within 30ft of you must make a Fortitude saving throw against your spell save DC. On a failed save, the creature falls asleep, unconscious, for 1 hour, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake.
Starting at 6th level, you can turn dreams and nightmares into reality, if ever so briefly.
As a bonus action, you can choose one illusion you create from a spell you cast. As long as you maintain concentration, the illusion becomes real for a number of rounds equal to half your proficiency bonus.
Illusions that change the world around you change the world to accommodate such changes. Once this ability ends however, the world returns to how it was before (Example: If you make the illusion of a long hallway, make it real, enter the hallway, and are still in that hallway when Dream Sculptor ends, you and any creatures in the hallway will be shunted out to the nearest unoccupied space, taking any appropriate damage.)
If you create a creature, the creature becomes real and takes turns immediately after you. It obeys your orders, and otherwise uses the stat block most appropriate for that creature, with a maximum CR of half your Cleric level.
Once you use this ability, you can't do so until you finish a long rest.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
Starting at 17th level, your consciousness resides in a place between the world of dream and the waking world. You gain the following abilities:
You have resistance to psychic damage
While you are unconscious but not dying, You are aware of everything that happens within 60ft of you. If you still have hit points remaining, you can willingly wake up as an action.
You gain telepathy out to a range of 60ft and can communicate this way even while unconscious. You can communicate with sleeping creatures, appearing in their dreams. They can respond to you telepathically, but otherwise you gain no insight into their dreams.
While you are unconscious but not dying, you can cast spells without requiring verbal or somatic components.