Base Class: Druid
Druids of the Circle of Dreamweavers have a profound connection to the dream world. They harness the power of dreams to protect their allies and confound their enemies.
Stone Resilence
You can turn your body part in stone to heal wounds to reduce the damage. Roll a d6 and reduce the damage taken by the number rolled + your Wisdom modifier (minimum of 1). You can use this feature a number of times equal to your Proficiency bonus (minimum of 2), and you regain all expended uses when you finish a short or long rest.
Stone`s Embrance
Starting at 2nd level, your affinity with stone allows you to use your Wild Shape to assume the form of creatures that embody the endurance and resilience of stone. When you use your Wild Shape to transform into a beast, you can instead choose to transform into an earth elemental, gaining all their abilities and statistics as normal for Wild Shape.
Additionally, you gain resistance to petrification effects while in this form, and any creature that attempts to magically petrify you must succeed on a Constitution saving throw against your spell save DC or the take psychic damage equal to double the spell level.
Circle Spells
Your mystical connection to the dreams infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the dreams where you became a druid.
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.
Dreamweaver
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Dreamwalk
Starting at 6th level, you can traverse the dreamscape. Once per long rest, as an action, you and one willing creature you touch become ethereal and invisible for up to 10 minutes, allowing you to move through solid objects within 30 feet of the activation point, though you cannot attack or cast spells during this time; you can end this effect early as an action.
Lullaby
At 10th level, you can sing a lullaby that calms enemies and bolsters allies. Once per short or long rest, you can use an action to sing a melody that affects creatures of your choice within a 30-foot radius. Hostile creatures must make a Wisdom saving throw or be stunned for 1 minute. Friendly creatures gain advantage on attack rolls, damage rolls, and saving throws for the same duration. Stunned creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Eternal Sentinel
At 14th level, your mastery over stone allows you to call upon the ancient power of the earth itself. As an action, you can choose a point on the ground within 60 feet of you that you can see. The ground in a 20-foot radius centered on that point becomes difficult terrain for creatures other than you, and stone columns erupt from the ground. Choose up to three creatures you can see within the area. Each target must succeed on a Dexterity saving throw against your druid spell save DC or be petrified. A petrified creature can make a Constitution saving throw at the end of each of its turns, ending the effect on a success. If a creature fail this save three times, it can escape from this effect and is petrified until a greater restauration spell or similar magic is cast on that creature.
Once you use this feature, you can’t use it again until you finish a long rest.
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