Circle of Dreams - WIP

Revised from base 5e
Druids from the Circle of Dreams are closely linked with the Feywild and Astral Plane, whether that’s because they hail from a region with strong ties to these planes, because of one’s ancestry, or some other reason. These Druids have a natural alliance with good-aligned fey, and they seek to fill the world with dreamy wonder. Their magic can mend wounds and bring joy to downcast hearts, and can simultaneously plunge their enemies into a never-ending nightmare. The realms these Druids protect are gleaming, fruitful places, where dreams and reality blur together and where the weary can find rest.  

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Anathema of Dreams

3rd-level Circle of Dreams feature   The following acts are considered anathema for you, in addition to those detailed in the Druid’s Anathema feature.
  • Harming the Astral Plane or Feywild.
  • Denying a creature’s pleas for sleep.
   

Circle Spells

3rd-level Circle of Dreams feature   The dreamy nature of certain realms and your ability to tap into them grants you the ability to cast certain spells. You gain circle spells at the appropriate Druid levels listed below. See the Druid Circle class feature for how circle spells work.   3rd - Cure Wounds, Healing Spirit, Sleep
5th - Catnap, Hypnotic Pattern
7th - Dimension Door, Greater Invisibility
9th - Dispel Evil and Good, Dream    

Balm of Dreams

3rd-level Circle of Dreams feature   You are imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of 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 1 Temporary Hit Point per die spent.   You regain all expended dice when you finish a Long Rest. You can otherwise regain expended dice by expending a Spell Slot, giving you 3 dice per level of the Spell Slot expended, no action required.  
 

Hearth of Moonlight and Shadow

6th-level Circle of Dreams feature   Home can be 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, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total Cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light in the sphere (e.g. campfire, torches, or Light spell) isn’t visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  
 

Hidden Paths

10th-level Circle of Dreams feature   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 up to 60 feet to an unoccupied space you can see. Alternatively, you can use your Action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.  
 

Walker in Dreams

14th-level Circle of Dreams feature   You are granted the ability to travel mentally or phsyically 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.