Druid
Base Class: Druid

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.

Dreamweaver

When you choose this circle at 2nd level, you learn the sleep if you don't know it already. It's always prepared for you, and it doesn't count against your number of prepared spells.

Additionally, you are immune to effects that would force you to dream or sleep.

Blessing of the Summer Court

Also 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 an ally 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 1 temporary hit point per die spent. At 10th level, the target regains additional hit points equal to your Wisdom modifier for each die of healing they receive.

You regain the expended dice when you finish a long rest.

Circle Spells

Your mystical connection to the fey and the world of dreams infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to 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.

Dream Spells Table
Druid Level Spells

3rd

mirror image, misty step

5th

hypnotic pattern, tiny hut

7th

dimension door, divination

9th

dream, geas 

Home of Moonlight and Shadow

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, and 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.

Tranquil Slumber

Also at 6th level, you gain the ability to weave your spells from beyond consciousness.

At the start of your turn, you may expend a use of your Wildshape and 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 non-hostile creature within 60 feet of you, but they must share a language with you and cannot respond telepathically. While you are asleep due to this ability, you cannot see and automatically fail any check requiring sight, but all your other senses work as normal.

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.

Hidden Pathways

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a 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 proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Walker of Dreams

When you reach 14th level, you gain the ability to cast the Sleep at will.

In addition, you can use a bonus action on your turn to touch a sleeping creature and awaken it. That creature is charmed by you for 1 hour or until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

Roll initiative for it. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. It obeys any verbal commands that you give, no action required. If you don't issue any commands, it just defends itself from hostile creatures. If you command it to commit an obviously self-harmful act, the feature ends. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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