Base Class: Bard
Bards of the College of Dreams are inspired by the Fey, and owe their unique talents and abilities to them. Their bardic magic is enhanced and expanded upon by Fey magic, and they have an affinity for the natural world. They are often tasked by their Fey muses to inspire greatness in those around them, defend the land, and to mediate between the races of the world and the wilds. Bards of this college are often whimsical and imaginitive, and inspire these traits in others. Those in the College of Deams don't so much learn from a college so much as from communion with their Fey tutors, and with nature.
Fey Affinity
You can read, speak, and write Sylvan. You learn one Druid Cantrip spell, and the spell Find Familiar. Both of these spells count as Bard spells, but don't count towards your known spells.
Mantle of the Muse
When you grant a creature an inspiration die, you may heal them for 1d4. Add 2 to any rolls allies make with inspiration dice you gave them.
Song of the Summer Court
After completing a short rest where you used your Song of Rest, you allow all affected allies with the Spellcasting ability to recover 2 levels of spell slots. This may only be used a number of times equal to your Charisma modifier (minimum 1), and all charges are recovered when you complete a long rest.
Sweet Dreams
At 14th level, when you start a long rest, you may begin playing a lullaby if you have any charges of Bardic Inspiration left, and a lit campfire nearby. If played for at least 30 minutes, a 30 ft sphere of magic centred on the campfire appears, dimming the area inside the sphere to deep blue, speckled with stars, constellations, and other cosmic phenomenon. The campfire will not burn out and isn't able to be extinguished by water, and appears golden with flecks of all the colours of the spectrum. Faint echoes of the song you plyed will linger in the air inside the sphere even when you finish your performance. This wonderous appearance and the fire itself are invisible from the outside, but sounds originating from within the sphere are still audible to those outside of it. The sphere lasts until an affected creature inside the area willingly ends the effect by reciting a specified phrase to put fire the out, or until the fire is magically snuffed out.
While within the sphere, allies and their belongings will be invisible to those outside the sphere. Those inside the sphere will have pleasant dreams, and if they complete a long rest while inside the sphere, they will wake up with 1d10 temporary hit points, lasting until your next long rest or until the end of the next instance of combat encountered.
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Posted Dec 30, 2024I'm planning to use this for my new long-term campaign character, and my DM gave it the okay. I only have two suggestions. One would be to include the class levels for when all of the abilities are gained, for clarity. The other is that I don't feel this is very dreams-flavored. It's more fey-flavored, and I feel like a different name might reflect that better, especially when there are so many other homebrew bard subclasses with the same name that have a stronger dreams theme.
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Posted Mar 10, 2021I really, genuinely like this, and I very well may file it away to use for a future character. I do have a couple of minor criticisms, which are largely just my preference, so take them as you will. 1: Song of the Summer Court doesn't say it is gained at 6th level, nor do the previous two abilities say they are gained at 3rd level. Not really a big deal, but for clarity that might be good to add. 2: Fey Affinity is great, flavourful, and I wouldn't change it. 3: Mantle of the muse, I believe, could use the minor rework of giving temporary hp (either when they receive the die or when they roll it) instead of healing, otherwise it might mean that the Dreams Bard would rather wait until a couple of turns into combat to use their inspiration, because they might waste the healing factor if they don't. Additionally, adding 2 to all inspiration rolls you give might be a bit strong, instead, maybe boost the power of the temp-hp (if you like that idea) to one half the maximum roll of the inspiration die, which keeps the support and survivability aspect, but also makes it a bit more versatile during combat. 4: Lastly, I think temp hp on the final ability should be buffed, because while temp hp through an entire day is helpful, 1d10 simply isn't huge amount of health at 14th level. Maybe, equal to 3 rolls of your inspiration die? Just some ideas that went through my head while I read this very cool and interesting subclass. Thanks for writing it.