Druid
Base Class: Druid

A Circle of Nightmares druid uses their connection with the dreamlike realms to mend the wounds of their companions, with an unfortunate twist. When the Circle of Nightmares druid uses an ability to mend wounds, the ally runs the risk of seeing illusions of nightmares. If the spells used by the circle of Nightmares druid are more powerful, then the target could fall into a short coma having their mind tortured for up to an entire day.

Tether to the Night

As a bonus action you can choose one creature within 90 feet of you and spend any number of tethers equal to your wisdom modifier plus your proficiency bonus, to allow the target to recover hit points equal to that many d6s + 2 hit points per tether used. the creature must pass a Wisdom DC equal to 8 plus the druids wisdom modifier and plus the druids proficiency, or suffer nightmarish consequences.

You regain all tethers during a short rest.

Nightmare form

At 3rd level, when you use your Wild shape, you may imbue the form of your beast with nightmares to strike fear in your enemies.

Whenever you use wild shape you may imbue your form with darkness, causing your form to shift and slink into the shadows. Enemies attacks against you will have disadvantage and you gain +3 to your stealth roll.

Hearth 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.

Pull Through Fear

Starting at 10th level, you have gained a greater command of your connection to the Fey Nightmares, becoming able to open pathways through space. As a bonus action on your turn, you can pull your target up to 60 ft. towards you, causing them to see their fears and horrors incarnated. The target must make a Wisdom DC of 10 plus the druids wisdom modifier plus their proficiency, otherwise they will suffer 4d6 Psychological damage.

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.

Nightmare guide

At 14th level, the magic of the Feywild grants you the ability to travel control the outcome of the nightmares your targets see.

When you finish a short rest, you can cast Pull through Fear or Tether to the Night on a target, removing the requirement for a will save.

You also gain the ability to pass through the dreamlands in a physical or mental form, while in the dreamlands you may a pull a target a distance equal to 60 ft. for each 2 druid levels. You may also deliver a message to a location you have visited within the last day, scry a place you have been within the last 3 days or create a teleportation circle to the location you finished your last long rest, allowing you to take 1 other target.

Once you use this feature, you can’t use it again until you finish a long rest.

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