Hello again everyone! Here’s my updated and mostly error free Wild Magic druid subclass! If you have any suggestions or questions feel free to reply below :)
“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.”
Druids of the Circle of Lucid Dreams, however, attract more chaotic-aligned and evil-aligned mortals and fey, who wish to grasp their dreams and meld them to their will. These druids seek to only manipulate those around them, wether it be for the greater good or their own volitions only the caster knows. They are masters of deception and keeping up appearances, good or bad. And yet, no matter how much one wishes to control dreams and their magic, there is always a chance the magic may decide to do what it wants instead of what it’s commanded.
Wild Magic
At 2nd level, the magical energy roiling inside you sometimes erupts from you. When you cast a spell, roll a flat d20. DC starts at 1, and each spell you use ups the DC by 1. If you fail the DC, roll on the Druid Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Balm of the Winter Court
2nd-level Circle of Lucid Dreams feature
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 creature also gains 1 temp HP per die spent.
Per each use of this ability, you subtly cast charm person on the target. DC is the same as your spell casting DC. You can also choose whether or not to charm the target when you use this ability.
You regain all expended dice when you finish a long rest.
Summon Wildfae Spirit
3rd-level Circle of Lucid Dreams feature
You can summon the deceptive spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfae spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfae Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in ice, while others look like beasts wreathed in snow.
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ice Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage.
Icy Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.
In combat, the fae shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Circle Spells
3rd-level Circle of Lucid Dreams feature
You have formed a bond with a wildfae spirit, a primal being of deception and illusion. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Lucid 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.
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 to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, your allies have charm person subtly cast on them and have disadvantage on saving throws to get out of it Additionally, any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Enhanced Bond
6th-level Circle of Lucid Dreams feature
The bond with your wildfae spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals ice damage or restores hit points while your wildfae spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfae spirit.
Hidden Paths
10th-level Circle of Lucid Dreams feature
Starting at 9th 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.
Walker in Dreams
14th-level Circle of Lucid Dreams feature
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
As soon as 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 is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.
Once you use this feature, you can’t use it again until you finish a long rest.
At 2nd level, the magical energy roiling inside you sometimes erupts from you. When you cast a spell, roll a flat d20. DC starts at 1, and each spell you use ups the DC by 1. If you fail the DC, roll on the Druid Wild Magic table to determine the magical effect produced.
Your table has potential problems. For example, the first option doesn't work on grids because it can move you a number of feet which is not a multiple of 5, and there's indication of direction (if the answer is the DM determines the direction, you should say so). Other problems abound.
Also, you have no mechanism for resetting the DC, so when the DC eventually hits 21, it will become impossible not to fail the roll for the rest of the Druid's life.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
If the DC goes up with the Druid's modifiers, why wouldn't it be Wisdom based, like with all save DCs a Druid inflicts?
Balm of the Winter Court
2nd-level Circle of Lucid Dreams feature
At 2nd level, you become imbued with the blessings of the Summer Court.
What? Which Court is it?
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 creature also gains 1 temp HP per die spent.
Per each use of this ability, you subtly cast charm person on the target. DC is the same as your spell casting DC. You can also choose whether or not to charm the target when you use this ability.
You regain all expended dice when you finish a long rest.
Why would such Druids only be good at charming humanoids? Shouldn't they also be good at charming e.g. Beasts? Or Fey?
Summon Wildfae Spirit
3rd-level Circle of Lucid Dreams feature
Are you also modifying your Druid class to provide subclass benefits at non-standard levels? If so, you should say so. Otherwise, you should syntactically present this as the L2 abilities scaling up at L3.
You can summon the deceptive spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfae spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfae Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in ice, while others look like beasts wreathed in snow.
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ice Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage.
Icy Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.
You should never present a statblock devoid of information about the creature's hit dice or alignment. Also, this is an elemental, not a fey, so you shouldn't name it a fey. Suggestions:
Type: change to fey.
Alignment: Change to Unaligned.
Hit Dice: 1 + Druid Level
In combat, the fae shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
This is fine, but to be honest bad design. There's no good reason to prevent the Druid from commanding their companion using their action.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Circle Spells
3rd-level Circle of Lucid Dreams feature
If this is an L3 feature (which, as noted above, has problems), why does it provide L2 benefits?
You have formed a bond with a wildfae spirit, a primal being of deception and illusion. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Lucid 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.
I stopped reading at this point. I don't know what glacial bite is since you didn't tag it, but the spell choices are weird. May I? I'll assume we're leaning into Winter Fey memes.
Er. Suggestion: If you are only editing this in dnd beyond I would like you to copy the subclass in a google docs so you don't have to edit it there every time for each single changes made. Cause from what I am seeing based on your latest post I think you are having a hard time editing it back and forth in beyond. But if you aren't and posting the result in the forums than okay I guess, this is just my assumption anyways.
Also this may help you hopefully, and there maybe terms that you might not be familiar with.
Druid
Druidic Circle
Druid’s subclass scaffolding changed halfway through the edition. What’s here is a series of observations on this, but take this with a grain of salt.
2nd-Level Motif
Possible Pathing between a Spell or Wild Shape focus
Bonus Proficiency/Cantrip Feature
Circle Spells/Wild Shape Feature
Sometimes both?
6th-Level Motif
Tends toward Defense/Utility
10th-Level Motif
Powerful Defense/Utility or Improvement of 2nd level?
Thank you for taking the time to read through and respond to my subclass! I will reply in the order of your comments.
1) I hear what you’re saying about the potential issues with the wild magic chart I linked. I will probably end up making one myself, but for now I found one I liked online.
also, thank you for bringing the lack of reset parameters to my attention! I will get on that right away.
2) most likely something I missed while reskinning the subclass.
3) another reskin error. It’s meant to be winter court
4) I never thought about thirst, and that makes a lot of sense! Thank you
5) I’ve had a little bit of an issue with finding the definite sod what levels druids scale up as. I’ve seen people claim it’s 2, 3, 6, 10, 14 and I’ve seen people claim it’s 2, 6, 10, 14. Is the 3rd level an old version or? I’m just curious, as I’d like to keep my Druid feats true to a regular Druid class
6) I was having a few issues finding the hit dice and the like on the reskin so thank you for that advice and I will absolutely be taking it.
7) I actually agree with this, and this is from the Circle of Wildfire subclass originally, and I only reskinned the damage/name stats. Honestly i am just gonna change it, so thank you
8) ah, that’s meant to be L2,thank you for catching that for me!
9) glacial bite is a home brewed spell, and I couldn’t figure out for the life of me how to link it. The spell is on dndbeyond and everything so it confused me quite a bit. For the circle spells, I actually quite like these. I’ve been trying to do some research on spells and spell levels and the like but that’s one of the only things I still don’t really grasp about DND.
thank you so much again for taking the time to help me out with this, as I want to make the best version of this subclass as possible! If you could maybe take a look at the rest of the features and give me some feedback I’d really appreciate that as well!
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Hello again everyone! Here’s my updated and mostly error free Wild Magic druid subclass! If you have any suggestions or questions feel free to reply below :)
“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.”
Druids of the Circle of Lucid Dreams, however, attract more chaotic-aligned and evil-aligned mortals and fey, who wish to grasp their dreams and meld them to their will. These druids seek to only manipulate those around them, wether it be for the greater good or their own volitions only the caster knows. They are masters of deception and keeping up appearances, good or bad. And yet, no matter how much one wishes to control dreams and their magic, there is always a chance the magic may decide to do what it wants instead of what it’s commanded.
Wild Magic
At 2nd level, the magical energy roiling inside you sometimes erupts from you. When you cast a spell, roll a flat d20. DC starts at 1, and each spell you use ups the DC by 1. If you fail the DC, roll on the Druid Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Balm of the Winter Court
2nd-level Circle of Lucid Dreams feature
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 creature also gains 1 temp HP per die spent.
Per each use of this ability, you subtly cast charm person on the target. DC is the same as your spell casting DC. You can also choose whether or not to charm the target when you use this ability.
You regain all expended dice when you finish a long rest.
Summon Wildfae Spirit
3rd-level Circle of Lucid Dreams feature
You can summon the deceptive spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfae spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfae Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in ice, while others look like beasts wreathed in snow.
WILDFAE SPIRIT
Small elemental
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities fcold
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ice Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage.
Icy Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.
In combat, the fae shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Circle Spells
3rd-level Circle of Lucid Dreams feature
You have formed a bond with a wildfae spirit, a primal being of deception and illusion. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Lucid 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 Lucid Dreams Spells
Hearth of Moonlight
6th-level Circle of Lucid Dreams feature
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 to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, your allies have charm person subtly cast on them and have disadvantage on saving throws to get out of it Additionally, any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Enhanced Bond
6th-level Circle of Lucid Dreams feature
The bond with your wildfae spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals ice damage or restores hit points while your wildfae spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfae spirit.
Hidden Paths
10th-level Circle of Lucid Dreams feature
Starting at 9th 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.
Walker in Dreams
14th-level Circle of Lucid Dreams feature
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
As soon as 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 is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.
Once you use this feature, you can’t use it again until you finish a long rest.
Your table has potential problems. For example, the first option doesn't work on grids because it can move you a number of feet which is not a multiple of 5, and there's indication of direction (if the answer is the DM determines the direction, you should say so). Other problems abound.
Also, you have no mechanism for resetting the DC, so when the DC eventually hits 21, it will become impossible not to fail the roll for the rest of the Druid's life.
If the DC goes up with the Druid's modifiers, why wouldn't it be Wisdom based, like with all save DCs a Druid inflicts?
What? Which Court is it?
Why would such Druids only be good at charming humanoids? Shouldn't they also be good at charming e.g. Beasts? Or Fey?
Are you also modifying your Druid class to provide subclass benefits at non-standard levels? If so, you should say so. Otherwise, you should syntactically present this as the L2 abilities scaling up at L3.
You should never present a statblock devoid of information about the creature's hit dice or alignment. Also, this is an elemental, not a fey, so you shouldn't name it a fey. Suggestions:
Type: change to fey.
Alignment: Change to Unaligned.
Hit Dice: 1 + Druid Level
This is fine, but to be honest bad design. There's no good reason to prevent the Druid from commanding their companion using their action.
If this is an L3 feature (which, as noted above, has problems), why does it provide L2 benefits?
I stopped reading at this point. I don't know what glacial bite is since you didn't tag it, but the spell choices are weird. May I? I'll assume we're leaning into Winter Fey memes.
Er. Suggestion: If you are only editing this in dnd beyond I would like you to copy the subclass in a google docs so you don't have to edit it there every time for each single changes made. Cause from what I am seeing based on your latest post I think you are having a hard time editing it back and forth in beyond. But if you aren't and posting the result in the forums than okay I guess, this is just my assumption anyways.
Also this may help you hopefully, and there maybe terms that you might not be familiar with.
Druid
Druidic Circle
Druid’s subclass scaffolding changed halfway through the edition. What’s here is a series of observations on this, but take this with a grain of salt.
2nd-Level Motif
Possible Pathing between a Spell or Wild Shape focus
Bonus Proficiency/Cantrip Feature
Circle Spells/Wild Shape Feature
Sometimes both?
6th-Level Motif
Tends toward Defense/Utility
10th-Level Motif
Powerful Defense/Utility or Improvement of 2nd level?
14th-Level Motif
Grab Bag
Thank you for taking the time to read through and respond to my subclass! I will reply in the order of your comments.
1) I hear what you’re saying about the potential issues with the wild magic chart I linked. I will probably end up making one myself, but for now I found one I liked online.
also, thank you for bringing the lack of reset parameters to my attention! I will get on that right away.
2) most likely something I missed while reskinning the subclass.
3) another reskin error. It’s meant to be winter court
4) I never thought about thirst, and that makes a lot of sense! Thank you
5) I’ve had a little bit of an issue with finding the definite sod what levels druids scale up as. I’ve seen people claim it’s 2, 3, 6, 10, 14 and I’ve seen people claim it’s 2, 6, 10, 14. Is the 3rd level an old version or? I’m just curious, as I’d like to keep my Druid feats true to a regular Druid class
6) I was having a few issues finding the hit dice and the like on the reskin so thank you for that advice and I will absolutely be taking it.
7) I actually agree with this, and this is from the Circle of Wildfire subclass originally, and I only reskinned the damage/name stats. Honestly i am just gonna change it, so thank you
8) ah, that’s meant to be L2,thank you for catching that for me!
9) glacial bite is a home brewed spell, and I couldn’t figure out for the life of me how to link it. The spell is on dndbeyond and everything so it confused me quite a bit. For the circle spells, I actually quite like these. I’ve been trying to do some research on spells and spell levels and the like but that’s one of the only things I still don’t really grasp about DND.
thank you so much again for taking the time to help me out with this, as I want to make the best version of this subclass as possible! If you could maybe take a look at the rest of the features and give me some feedback I’d really appreciate that as well!