Base Class: Druid
The druids of the Dreaming Moon descend from those who fled the world during Ilsensine’s conquest and carried their ancient traditions into exile. Beneath strange stars and within the living refuge of Psilofyr, generations of lunar druids have studied sleep, consciousness, Wildspace, and the mysterious boundary between the dreaming mind and the Astral Sea.
To these druids, dreaming is neither illusion nor unconsciousness. The sleeping mind can touch realities hidden from waking perception. Dreams preserve parts of the self that cannot easily be reached while awake, and rest is not idleness but one of the conditions through which living things heal and remain themselves.
Druids of the Dreaming Moon cultivate magic of restoration, sanctuary, dreaming, and passage. They tend wounds, shelter the vulnerable, protect sleepers, and learn to walk the hidden paths by which consciousness moves through the greater universe.
Among the people of the Moon, to guard another person's sleep is an act of profound care.
Balm of Moonlight
2nd-Level Circle of the Dreaming Moon Feature
You carry the restorative traditions of the lunar druids, allowing you to extend the peace and vitality of protected sleep even to those who remain awake.
You have a pool of restorative energy represented by a number of d6s equal to your druid level.
As a bonus action, choose one creature other than yourself that you can see within 120 feet of you and spend a number of dice from the pool equal to half your druid level or less. Roll the spent dice and add them together. The creature regains hit points equal to the total and gains 1 temporary hit point for each die spent.
When this healing reaches a creature, its injuries briefly glow with pale lunar light before the illumination fades.
You regain all expended dice when you finish a long rest.
Ethereal Form
2nd-Level Circle of the Dreaming Moon Feature
Through disciplined practice at the boundary of dream, spirit, and Astral space, you have learned to loosen your hold upon the solid waking world and enter the more ephemeral reality that lies beside it.
When you use your Wild Shape, you can expend one use of that feature to assume an Ethereal Form instead of transforming into a Beast. As an action, you enter the Border Ethereal, where you remain for up to 1 minute. While there, you can see and hear the plane you originated from, following the normal rules for perceiving from the Border Ethereal.
At 2nd level, you can't move through creatures or objects on the plane you originated from while using this feature. You can return to that plane as a bonus action, immediately ending your Ethereal Form.
Your mastery of Ethereal Form develops as you gain levels in this class:
5th Level: Ethereal Passage. The duration of your Ethereal Form increases to 10 minutes. While ethereal, you can move through creatures and objects on the plane you originated from as though they were difficult terrain. If you end your Ethereal Form while occupying the same space as a solid creature or object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
8th Level: Between Waking and Dream. The duration of your Ethereal Form increases to 30 minutes. Returning to the plane you originated from no longer ends the feature. For its duration, you can use a bonus action to move between that plane and the Border Ethereal, provided the space you enter is unoccupied.
11th Level: Ethereal Journey. The duration of your Ethereal Form increases to 1 hour.
Dreamwalker
3rd-Level Circle of the Dreaming Moon Feature
Your long spiritual discipline has taught you to recognize the dreaming mind as a place that can be visited as well as a state that can be experienced.
When you sleep, you remain dimly aware that you are dreaming and can remember your dreams with unusual clarity upon waking. If you sleep within 30 feet of another sleeping creature, you may choose to dream in its company. Your dreams and the creature's dreams may mingle, allowing you to encounter one another within a shared dream and communicate as you might if you were awake.
You cannot use this feature to enter a creature's dreams without its unconscious consent, discover thoughts or memories it would not willingly share, compel its behavior, determine whether something it says is truthful, or otherwise learn information unavailable through ordinary conversation. A creature need not consciously understand what you are doing to accept or refuse your presence; the dreaming mind recognizes whether it welcomes you.
Within a shared dream, appearance, surroundings, distance, and even the passage of time need not resemble the waking world. You and the other dreamer may appear as yourselves, as remembered or imagined versions of yourselves, or in forms shaped by the dream. What occurs there leaves no physical mark upon either creature.
Both creatures remember the shared dream when they awaken, though each remembers it with the imperfect and subjective quality of an ordinary dream.
Sanctuary of the Dreaming Moon
6th-Level Circle of the Dreaming Moon Feature
You have learned the lunar rites by which druids shelter sleeping minds as carefully as sleeping bodies.
When you begin a short or long rest, you can touch a point in space and create a stationary, 30-foot-radius hemispherical sanctuary centered on that point. The sanctuary lasts for the duration of the rest or until you dismiss it.
Creatures and objects within the sanctuary when you create it can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the sanctuary or be cast through it. The atmosphere inside remains comfortable and dry regardless of the weather outside.
The sanctuary is dimly illuminated by something resembling moonlight beneath a clear night sky, regardless of the actual environment surrounding it. From outside, the sanctuary is opaque and resembles its surroundings sufficiently to avoid producing an obvious beacon.
While within the sanctuary, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks.
Light produced within the sanctuary isn't visible outside it.
The sanctuary disappears when the rest ends or when you leave it.
Hidden Paths of Dream
10th-Level Circle of the Dreaming Moon Feature
Your study of dreaming has taught you that distance is experienced differently by consciousness than by the waking body. You have learned to briefly cross the hidden pathways between waking space, dream, and the Astral Sea.
You learn the Dream spell. It counts as a druid spell for you, and it doesn't count against the number of druid spells you can prepare.
In addition, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see.
Alternatively, as an action, you can touch one willing creature and teleport that creature up to 30 feet to an unoccupied space you can see.
When you or another creature travels in this way, the traveler momentarily disappears into something resembling a star-filled night sky before emerging at the destination.
You can use these teleportations a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Walker of the Astral Dream
14th-Level Circle of the Dreaming Moon Feature
Your understanding of dreaming has deepened until the distinction between dreaming and travel has begun to disappear. You can carry consciousness across distances that the waking world regards as impossible.
When you finish a short rest, you can cast one of the following spells without expending a spell slot or requiring material components:
Dream, Scrying, or Teleportation Circle.
When you cast Teleportation Circle using this feature, you can cast it normally or use the following special form.
Instead of opening a portal to a permanent teleportation circle, you open a portal to the location where you most recently finished a long rest on your current plane of existence. If you haven't finished a long rest on your current plane, this special use fails, but your use of this feature isn't expended.
When you use this feature to cast Dream, Scrying, or Teleportation Circle, the world around you briefly takes on the appearance of the Astral Sea. Stars become visible where no stars should be. Distance seems to lose its ordinary meaning. Creatures passing through a portal experience the fleeting sensation that they have fallen asleep and awakened somewhere else.
Once you successfully cast a spell using this feature, you can't do so again until you finish a long rest.
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