Druid
Base Class: Druid

Druids who are members of the Circle of day dreams hail from regions that have strong ties to the Feywild and its dreamlike realms.
The circle of daydreamers and there meanderings of the natural world, make for a steadfast alliance with the fey that flutter between the waking and slumbering world.
These druids seek to fill the world with dreamy wonder and help to guide and protect those threatened to be lost in nightmare's. 
Their magic mends wounds and brings joy to downcast hearts, granting there realms a bounty of protection for the weary, wile helping to fend off those forces that try to bend or break the dreams of others. 

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 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 3 temporary hit point per die spent.

At 10th  level your pool of dice increases to d10's and your target gains 5 temporary hit points per die spent. You regain all expended dice when you finish a long rest.

a touch of dreams

Your connection with fey realm has woven power and knowledge into your being, granting you access to magics from the fey wild and its dreamy travelers. 
At 2nd level, you learn the Minor Illusion cantrip . 

Circle spells

Your connection with fey realm has woven power and knowledge into your being, granting you access to magics form the fey wild and its dreamy travelers. 
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Perpetual dreams 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.

DRUID LEVEL SPELLS
2nd Minor Illusion
3rd alter self, Lesser Restoration
5th Speak with dead, Major Image
7th Hallucinatory Terrain, Phantasmal Killer 
9th Greater Restoration, Dream

 

Hearth of Moonlight and Shadows

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 take a minute to pull the strands of dreams together to create a safe place for you and your allies, granting them the following benefits.
a +5 bonus to Stealth and Perception checks while within.

additionally Neither light nor sound escapes the magical barrier, but light and sound can be heard from within as normal. 

Any hostile creature entering this barrier for the first time, must make a WIS saving throw (DC {{savedc:wis}}) or fall unconscious until they take damage or until you finish your rest.
if a creature turns hostile wile within the hearth they are subject to the same as above. 

The radius of this sphere is equal to 5 times your Druid level, The sphere vanishes at the end of the rest or when you leave the sphere

Hidden Paths

Starting at 10th level, 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 Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Dreams walker

At 14th lv the magic of the fey wild and its gossamer dreams have suffused the druid and grant them a number of benefits.
You are now immune to being charmed, frightened or made to fall unconscious by all spells or magical effects. ( you still fall unconscious when brought to 0 hit points due to damage)
additionally are are resistant to psychic damage, at 17th level you become immune to psychic damage 


Once per long rest 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 opens a portal to the last location where you last marked with a druidic rune on your current plane of existence (fails if you haven't placed a druidic rune on your current plane).

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