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.”

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.

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.

Circle Spells

2nd-level Circle of Lucid Dreams feature

You have formed a bond with a wild-fae 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
DRUID LEVEL SPELLS
2nd Sleep, Silent Image
3rd Enthrall, Mirror Image
5th Hypnotic Pattern, Sleet Storm
7th Phantasmal Killer, Ice Storm
9th Modify Memory, Cone of Cold

Summon Wild Fae

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 Wild Fae 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 Wild Fae 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 snow, while others look like beasts wreathed in lightening.

WILD FaE

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)

 Hit Dice 1+ Druid level

Alignment Unalligned

Damage Immunities cold, psychic

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

Psychic Slash. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB psychic 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 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.

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 Stealth and Perception checks while within it, you subtly cast charm person on each creature within it (DC is your spell save DC) and have disadvantage on saving throws to get out of it. Additionally, and 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.

Dream Walker

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.

Previous Versions

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