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# Circle of Dreams (Revised) ## **Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.**
### Circle Spells At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the dreamlike power of the Feywild. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. They count as druid spells for you. | Druid Level | Loot | |:---:|:-----------:| | 2nd | Charm Person, Sleep, Message | | 3rd | Mirror Image, Misty Step | | 5th | Catnap, Counterspell | | 7th | Dimension Door, Divination | | 9th | Dream, Far Step | ### Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 5 temporary hit points per die spent. Additionally, you can expend a use of your Wild Shape to maximize the healing to the receives with this feature. You can only do so before you roll the healing. You regain all expended dice when you finish a long rest. \columnbreak ### Hearth of Moonlight and Shadow At 6th level, home is wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, an invisible 30-foot-radius sphere of magic appears centered on that point. While inside the sphere, you and your allies gain a +5 bonus to Stealth and Perception checks. Any objects and creatures within the sphere that you designate when you create the sphere are invisible to creatures outside. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Any creature that spends a full short or long rest inside the sphere gains a number of temporary hit points equal to your Druid level + your Wisdom modifier. Additionally, once per long rest, each creature that spends the entirety of the rest within the sphere gains one of the following benefits: * The creature removes 1 (additional) level of exhaustion if any. * The creature removes 1 poison or disease that was affecting it. * The creature gains the benefit of the Fortune's Favor which last until its next Short or Long Rest. ### Hidden Paths Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport yourself and one willing creature within 5 feet of you up to 60 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ### Walker In Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a long rest, you can cast one of the following spells without expending a spell slot or requiring material components: Dream, Scrying , or Teleportation Circle. Additionally you can target the last place you used your Hearth of Moonlight and Shadow feature as the Teleportation Circle destination. Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak