Dreams
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.
| Level | Prepared Spells |
|---|---|
| 3 | Enthrall, Faerie Fire, Sleep, Suggestion |
| 5 | Fast Friends, Summon Fey |
| 7 | Charm Monster, Hallucinatory Terrain |
| 9 | Hold Monster, Modify Memory |
| STR | DEX | CON |
|---|---|---|
| 15 (+2) | 19 (+4) | 16 (+3) |
Subclass Features
Balm of the Fey Courts
You become imbued with the blessings of the Fey Courts. 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 an ally you can see within 120 ft 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 1 temporary hit point per die spent.
You regain the expended dice when you finish a long rest.
Circle Spells
Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Hidden Paths
You can use the hidden, magical pathways that some Fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 ft to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 ft to an unoccupied space you can see.
You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.
Fey Trickery
You can use the wiles of the Fey to impose disadvantage on a saving throw of a target you can see within 60 ft of you as a reaction. If the result is 10 or less you can cause the target to take Psychic damage equal to your half Druid level rounded down. You can use this feature times per long rest equal to half your Proficiency Bonus.
Walker in Dreams
The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (With you as the messenger), Scrying, or Teleportation Circle.
This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
Once you use this feature, you can't use it again until you finish a long rest.
Fey Form
Once per long rest your use of Wild Shape can change you into a heightened form. You appear as an ethereal being cloaked in gentle light with elongated ears and exaggerated features. The temporary hit points you gain are equal to twice your Druid level. You have the following features
AC: 17
Speed: 30 ft, 60 ft Fly
Skills: Arcana +5, Deception +7, Persuasion +7
Senses: Passive Perception 18
Features: 60 ft True Sight. Immunity to magical Sleep. Immunity to the Charmed and Frightened conditions.
Actions
Beguile (Recharge 5-6): You cast the spell Hold Person or Enemies Abound without expending a spell slot.
Mend Body and Mind: You can touch one willing creature and heal it 30 hit points or end one Condition.
Wild Lash: Choose a point within 60 ft, magical vines sprout and lash out at a target within 10 ft. The target must make a DC 19 DEX saving throw taking 2D6 + 4 Bludgeoning damage on a failure and half as much on a success.