Druid
Base Class: Druid

Dream Druids

 

The Circle of Dreams teaches that beyond the waking world lies a hidden plane: a shifting expanse of dream and memory. Some druids call it the Dreaming Wilds, others the Memoryscape — a realm that is neither Feywild nor Shadowfell, but a reflection of mortal thoughts and forgotten stories. It exists only because mortals dream, and when the last dream fades, so too will this place.

 

Druids of this circle see themselves as shepherds of this fragile realm. They protect it from dissolution, weaving its strange power into the world of waking flesh and stone. Their magic blurs the line between what is real and what is imagined, conjuring visions to heal allies, instilling nightmares to hinder foes, and reminding all who meet them that memory itself has power.

 

These druids are rare and enigmatic. Some wander the material world as dream-oracles, interpreting visions and warning of threats glimpsed in fractured memory. Others guard sacred groves where mortals are said to slip into true dream-travel. A few are unsettling figures, speaking in half-remembered riddles or recalling events that never truly happened.

 

To a Circle of Dreams druid, the waking world is only half of existence. The other half lives in memory, and in dreams — and they walk both.

Level 3: Circle of the Dreaming Spells

When you reach a Druid level specified in the Circle of the Dreaming Spells table, you thereafter always have the listed spells prepared.

Circle of the Dreaming Spells
Druid Level Prepared Spells
3 Sleep, Dissonant Whispers, Minor Illusion, Calm Emotions, Mirror Image
5 Hypnotic Pattern, Counterspell
7 Confusion, Greater Invisibility
9 Modify Memory, Hold Monster

Level 3: Dreamfield

3rd Level: Dream Emanation

When you expend a use of Wild Shape, you can instead create a 15-foot-radius aura of dreamstuff centered on you. The aura lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required).

While the aura persists, you can use a bonus action on your turn to release one of the following effects:

Choose up to three creatures of your choice in the aura. Each gains temporary hit points equal to your Wisdom modifier and advantage on the next saving throw it makes before the start of your next turn.

Each enemy of your choice in the aura must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Level 6: Dream Ward

6th Level: Dream Ward

You can weave protective dreamstuff around your allies. As a bonus action, you can grant a Dream Ward to a creature you can see within 30 feet. The ward lasts for 10 minutes, until you use this feature again, or until it is triggered. When the warded creature fails a saving throw, it can choose to reroll the save and must use the new result. When this happens, the Dream Ward ends.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

Level 10: Dream REMnents

10th Level: Dream REMnents

Your dream aura grows more potent. The radius of your Dream Emanation increases to 30 feet.

Dreamlight. In addition to its normal effects, chosen allies also gain resistance to an elemental damage type of your choice (Fire, Cold, Acid, Poison, Lightning) until the start of your next turn.

Nightmare. Enemies that fail their saving throw are also slowed until the start of your next turn (their speed is halved).

Level 14: Dreamburst

14th Level: Dreamburst

You can unleash a wave of dreamstuff that overwhelms the minds of your foes. As a magic action, you release a surge of dream energy in a 30-foot-radius sphere centered on yourself. Each creature of your choice in that area must make a Wisdom saving throw against your spell save DC. On a failed save, a creature is incapacitated and its speed is reduced to 0 as it becomes trapped in a waking dream.

At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on its initial saving throw is immune to this effect for 24 hours. Creatures immune to being charmed are immune to this effect. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot or higher to use it again.

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