Base Class: Druid
Dreampath Features
|
Level |
Feature |
|
3rd |
Dreamwalker’s Rest, Echo of Memory |
|
6th |
Dreambind |
|
10th |
Threads of the Unseen |
|
14th |
Unravel Fate |
3rd Level – Dreamwalker’s Rest
You gain the ability to enter a meditative trance at the edge of sleep. Whenever you finish a short or long rest, you can glimpse fragments of the Dreampaths.
Choose one of the following benefits after each rest:
- Foresight Pulse: You gain a bonus equal to your Wisdom modifier (minimum +1) to your initiative and your first ability check or saving throw made before the end of your next turn.
- Echo Veil: You become lightly obscured by illusory dream-haze. Until the end of your next turn, creatures have disadvantage on opportunity attacks against you, and you can move through non-magical difficult terrain without penalty.
- Spirit’s Glance: You can cast Detect Magic or Detect Evil and Good without expending a spell slot. You can do this a number of times equal to your Wisdom modifier per long rest.
3rd Level – Echo of Memory
You learn to project a dream-echo—a spiritual fragment of yourself or another being.
As a bonus action, you can create a translucent Echoform of yourself within 30 feet. The Echoform lasts for 1 minute, until dismissed (no action), or until it is reduced to 0 hit points (it has AC 13 + your Wisdom modifier and hit points equal to twice your Druid level).
- As a bonus action, you can move the Echoform up to 30 feet.
- As an action, you can channel certain spells (e.g. guidance, cure wounds, barkskin) through the Echoform as if you were in its space.
- The Echoform cannot attack or interact with physical objects but can be seen and heard. It emits soft, echoing whispers.
You can use this feature once per long rest, or expend a 2nd-level spell slot to use it again.
6th Level – Dreambind
You can capture and store a fragment of memory or fate into a small object such as a stone, bone charm, or talisman. After finishing a long rest, choose one of the following to imbue:
- Memory of Vitality: A creature holding the Dreambind gains temporary hit points equal to your Wisdom modifier + your druid level when they fail a saving throw once per day.
- Memory of Light: Once per day, the bearer can cast Sanctuary on themselves or Heroism as if using a 1st-level spell slot.
- Memory of Warning: The bearer has advantage on one initiative roll or Wisdom saving throw of their choice, once per day.
You may create one Dreambind per long rest. A creature may only benefit from one Dreambind at a time.
10th Level – Threads of the Unseen
Your dreamwalking intensifies, allowing you to sense hidden truths woven into the world.
- You can cast Clairvoyance or Divination once per long rest without expending a spell slot.
- You have advantage on saving throws against being charmed, frightened, or stunned.
- While concentrating on a spell, you may maintain awareness of your Echoform as if through your own senses.
Additionally, when you are unconscious or sleeping, you may speak a full sentence into the dream realm. At the GM’s discretion, this message may reach an ancestor spirit, planar entity, or another dreamwalker.
14th Level – Unravel Fate
Once per long rest, you may rewrite a moment of fate you have foreseen in dream.
When you or a creature you can see within 60 feet fails a d20 test (attack roll, saving throw, or ability check), you can use your reaction to force a reroll. You may choose whether to use the original or the new result.
If the reroll results in a natural 20, the moment is Dreammarked—the reroll costs no action and refreshes the use of Echo of Memory without expending a spell slot.
Spell Suggestions & Roleplaying Guidance
Dreampath Druids favor the following spells:
- Augury, Calm Emotions, Dream, Divination, Mirror Image, Misty Step, Moonbeam, Phantasmal Force, Scrying, Silence, Speak with Dead, Telepathic Bond
Dreampath Druids often:
- Speak in metaphors or poetic phrases.
- Keep journals of dreams, omens, and signs.
- Decorate their clothing with charms, bones, or aurora-inspired symbols.
- Maintain an emotional distance to focus on the collective spirit.
Dreamwalker’s Rest
You gain the ability to enter a meditative trance at the edge of sleep. Whenever you finish a short or long rest, you can glimpse fragments of the Dreampaths.
Choose one of the following benefits after each rest:
- Foresight Pulse: You gain a bonus equal to your Wisdom modifier (minimum +1) to your initiative and your first ability check or saving throw made before the end of your next turn.
- Echo Veil: You become lightly obscured by illusory dream-haze. Until the end of your next turn, creatures have disadvantage on opportunity attacks against you, and you can move through non-magical difficult terrain without penalty.
- Spirit’s Glance: You can cast Detect Magic or Detect Evil and Good without expending a spell slot. You can do this a number of times equal to your Wisdom modifier per long rest.
Echo of Memory
You learn to project a dream-echo—a spiritual fragment of yourself or another being.
As a bonus action, you can create a translucent Echoform of yourself within 30 feet. The Echoform lasts for 1 minute, until dismissed (no action), or until it is reduced to 0 hit points (it has AC 13 + your Wisdom modifier and hit points equal to twice your Druid level).
- As a bonus action, you can move the Echoform up to 30 feet.
- As an action, you can channel certain spells (e.g. guidance, cure wounds, barkskin) through the Echoform as if you were in its space.
- The Echoform cannot attack or interact with physical objects but can be seen and heard. It emits soft, echoing whispers.
You can use this feature once per long rest, or expend a 2nd-level spell slot to use it again.
Dreambind
You can capture and store a fragment of memory or fate into a small object such as a stone, bone charm, or talisman. After finishing a long rest, choose one of the following to imbue:
- Memory of Vitality: A creature holding the Dreambind gains temporary hit points equal to your Wisdom modifier + your druid level when they fail a saving throw once per day.
- Memory of Light: Once per day, the bearer can cast Sanctuary on themselves or Heroism as if using a 1st-level spell slot.
- Memory of Warning: The bearer has advantage on one initiative roll or Wisdom saving throw of their choice, once per day.
You may create one Dreambind per long rest. A creature may only benefit from one Dreambind at a time.
Threads of the Unseen
Your dreamwalking intensifies, allowing you to sense hidden truths woven into the world.
- You can cast Clairvoyance or Divination once per long rest without expending a spell slot.
- You have advantage on saving throws against being charmed, frightened, or stunned.
- While concentrating on a spell, you may maintain awareness of your Echoform as if through your own senses.
Additionally, when you are unconscious or sleeping, you may speak a full sentence into the dream realm. At the GM’s discretion, this message may reach an ancestor spirit, planar entity, or another dreamwalker.
Unravel Fate
Once per long rest, you may rewrite a moment of fate you have foreseen in dream.
When you or a creature you can see within 60 feet fails a d20 test (attack roll, saving throw, or ability check), you can use your reaction to force a reroll. You may choose whether to use the original or the new result.
If the reroll results in a natural 20, the moment is Dreammarked—the reroll costs no action and refreshes the use of Echo of Memory without expending a spell slot.
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