Base Class: Druid
These druids call upon the ancient magic that bubbling up in the unconscious mind, channeling visions, horros, and whispers from the realms beyond reviving sleep. They weave illusions in combat that can freeze an enemy's heart, step away into the cloak of dreams to avoid harm, and even condense as incarnate forms of horror.
While there are those who view them as guardians that protect from psychic horrors, others claim they are dream-thieves who feed on fear, sending the people who dare venture near them into nightmares from which they may never awaken.
Touch of Dread (3nd level)
When you hit a creature with a melee spell attack or cause damage with a druid cantrip, you can force it to make a Wisdom saving throw against your druid spell save DC. On a failure, it is frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.
Nightmare Spells (3th level)
When you choose this circle at 3nd level, you gain the following spells. They count as druid spells for you, but they don’t count against your number of spells prepared.
| Druid Level | Spells |
|---|---|
| 2nd | bane, sleep |
| 3rd | phantasmal force, mirror image |
| 5th | fear, major image |
| 7th | phantasmal killer, greater invisibility |
| 9th | dream, mislead |
Oneiric Step (6th level)
When you take damage, you can use your reaction to become incorporeal until the start of your next turn. During this time, you have resistance to all damage except force damage, and you can move through creatures and objects as if they were difficult terrain (ending your turn inside an object ejects you to the nearest space and deals 1d10 force damage to you).
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Dreamshaper’s Veil (10th level)
As an action, you can conjure a Veil of Dreams in a 30-foot radius centered on you for 1 minute. Within this area, creatures you choose treat all terrain as difficult terrain, and hostile creatures that start their turn in the area must succeed on a Wisdom saving throw or be frightened until the start of their next turn.
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a 4th-level or higher spell slot to use it again.
Avatar of the Nightmares (14th level)
You are immune to the frightened condition and to magical sleep.
When you cast a spell that frightens a creature, you can also deal psychic damage to that creature equal to your druid level.
Additionally, when you drop to 0 hit points, you can instead drop to 1 hit point and immediately cause all hostile creatures within 30 feet to make a Wisdom saving throw against your spellsave dc. On a failure, they are frightened of you for 1 minute (repeat save at the end of each of their turns). This feature can’t be used again until you finish a long rest.
Previous Versions
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8/11/2025 7:38:30 PM
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