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
When you join this circle at 2nd level, you can tap into a portion of the magic of the Feywild. You learn the Prestidigitation cantrip. Your link with this realm grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Dreams Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Circle of Dreams Spells | |
---|---|
Druid Level | Circle Spells |
2nd | Prestidigitation |
3rd | Gentle Repose, Suggestion |
5th | Hypnotic Pattern or Summon Fey, Revivify |
7th | Aura of Life, Confusion |
9th | Scrying, Teleportation Circle |
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 an ally 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 the expended dice when you finish a long rest, or if you expend a use of Wild Shape as an action.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court for concealment and shelter. As an action, you can expend a use of Wild Shape to emanate invisible, camouflaging magic in a 30-foot-radius which lasts for 1 hour or until you are incapacitated or die. Total cover blocks this effect.
You and your allies in this space gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and can attempt to Hide from foes even in plain sight if no movement is spent that turn, magically blending into the environment. Creatures hidden in this way are automatically revealed upon leaving the area. Any light of your choice within this effect isn't visible outside it.
If used at the start of a rest, this magic is centered on a point in space you touch, last's for the length of the rest or until you leave the area, and doesn't require a Wild Shape usage.
Hidden Paths
Starting at 10th level, 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 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 Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest, or if you expend two uses of Wild Shape as an action.
Walker in Dreams
At 14th level, the Feywilds magic naturally follows you wherever you go. Once per long rest, you can cast one of your Circle Spells without expending a spell slot or using material components, and change its casting time to 1 action.
If you cast Teleportation Circle in this way, you can open a portal to the last location where you finished a long rest on your current plane of existence, rather than opening a portal to a permanent teleportation circle.
Additionally, you can cast Dream at will (with you as the messenger), and it is always prepared for you.