Base Class: Druid
Circle of Dreams Reworked
Circle Spells
Once you gain access to a circle spell, 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.
Additionally, you can cast these spells while inside the dream of another creature (as per the Dream spell). If one of these spells requires a saving throw from an unwilling creature, they make that saving throw with disadvantage.
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Tranquil Slumber
At 2nd level, you gain the ability to weave your spells from beyond consciousness. At the start of your turn, you can choose to fall asleep, but you are not considered unconscious. Upon falling asleep, you gain temporary hit points equal to your Wisdom modifier plus your level. While asleep this way, you regain hit points equal to 1d4 + your Wisdom modifier at the start of each of your turns.
When you are asleep due to this ability or other magical means, you may cast spells without requiring their verbal or somatic components. You can also communicate telepathically to any creature within 60 feet of you, but they must share a language with you and cannot respond telepathically. Whlie using this ability, you can no longer see normally, but instead gain blindsight out to 30 feet.
When a creature damages these temporary hit points in any way, it must make a Charisma saving throw against your spell save DC or take 1d6 plus your druid level psychic damage.
You can choose to wake up as a reaction when you or your temporary hit points are damaged, or at the start of each of your turns. The temporary hit points vanish when you wake up.
Interstice of the Dream
At 6th level, you gain the ability to manifest the Dream World in a local area. As an action, you can expend a use of your Wild Shape feature to create a 25-foot radius sphere centered around you in which you gain some measure of control over reality. When you create this Interstice, choose a number of creatures equal to two times your Wisdom modifier. An unwilling creature must succeed on a Charism saving throw to resist this effect. This space is considered separate from the Prime Material Plane. From the outside, this space looks fuzzy and incorporeal, and creatures who are inside of the plane look like shadowy shapes. Creatures who are not inside of the plane can travel through the space, but it still appears hazy and unformed (creatures with truesight instead see normally). While inside the Interstice, you impose the following effects on creatures:
- Allied creatures gain 10 additional feet, while enemy creatures lose 10 feet of movement speed.
- At the beginning of each allied creature's turn, they gain temporary hit points equal to your druid level.
- As an action on each of your turns, you may attempt to charm one enemy creature within the Interstice, they must make a Wisdom saving throw or be charmed by you for 1 round. While charmed in this way, they are also incapacitated.
The Interstice of the Dream lasts for 1 minute, after which each creature is ejected in the nearest occupied space.
Shifting Reality
Starting at 6th level, while inside your Interstice of the Dream, you may, as an action on each of your turns, alter the terrain in the following ways:
- Cause the ground in the Interstice to become difficult terrain.
- Shift five, 10-foot diameter cylinders up or down 10 feet. These squares cannot push a creature into the ceiling of the Interstice.
- Turn a 10-foot cube of the ground into a murky liquid.
- Turn a 10-foot cube of liquid into nondescript stone. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Flickering Existence
Starting at 10th level, 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. While inside of your Interstice of Dreams, you may use this ability an unlimited amount of times.
Walker in Dreams
When you reach 14th level, you fluidly drift between planes. While inside of the Interstice of the Dream, you may cast the Plane Shift spell once. Each unwilling creature may make a Charisma saving throw as per the spell's description, being left behind in the nearest unoccupied space where the Interstice was created.
You may use this ability two times before requiring a long rest, or you can use a 7th level spell slot or higher to recreate this effect.
Comments