C.D.D 🪷 Circle of Dreams - JulTob/DnD GitHub Wiki

Circle of Dreams: Guardians of the Dreamlands

Druids of the Circle of Dreams draw their power from the mystical connection between the natural world and the ethereal beauty of the Feywild. These druids stand as the keepers of dreamy wonder, their magic dedicated to mending wounds, uplifting spirits, and safeguarding realms where the boundaries between dreams and reality blur. In their care, the world becomes a sanctuary where the weary find solace and the downtrodden discover joy. The lands they protect are places of gleaming beauty, filled with vibrant life and the soft whispers of dreams.

Circle of Dreams Features

  • 2nd Level: Balm of the Summer Court
  • 6th Level: Hearth of Moonlight and Shadow
  • 10th Level: Hidden Paths
  • 14th Level: Walker in Dreams

Balm of the Summer Court (2nd Level)

At 2nd level, you receive the blessings of the Summer Court, becoming a wellspring of fey energy that heals and rejuvenates. This energy is represented by a pool of d6s equal to your druid level.

  • Healing Touch: As a bonus action, choose a creature within 120 feet and spend a number of dice up to half your druid level. Roll the spent dice and restore hit points equal to the total. Additionally, the target gains 1 temporary hit point per die spent.
  • Renewal: You regain all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow (6th Level)

By 6th level, your connection to the Gloaming Court allows you to create a sanctuary of shadowy magic wherever you rest.

  • Shadowy Protection: During a short or long rest, you can create an invisible 30-foot-radius sphere of protective magic centered on a point you touch. Within this sphere:
  • You and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks.
  • Light from open flames is invisible outside the sphere.
  • Duration: The sphere lasts until the end of the rest or until you leave its bounds.

Hidden Paths (10th Level)

At 10th level, you gain the ability to traverse space using the hidden, magical pathways of the fey.

  • Teleportation: As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see.
  • Teleport Others: Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
  • Limited Uses: You can use this feature a number of times equal to your Wisdom modifier (minimum of once). All expended uses are regained after a long rest.

Walker in Dreams (14th Level)

By 14th level, your mastery over the magic of the Feywild allows you to travel through dreams, whether mentally or physically.

  • Dream Travel: After finishing a short rest, you can cast one of the following spells without expending a spell slot or requiring material components:
  • Dream: You become the messenger in the target’s dream.
  • Scrying: You can observe a distant target.
  • Teleportation Circle: This spell opens a portal not to a permanent circle but to the last location where you finished a long rest on your current plane. If you haven’t taken a long rest on this plane, the spell fails but is not wasted.
  • Limited Use: Once you use this feature, you cannot use it again until you finish a long rest.