Circle of Dreams
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 with good-aligned fey. These druids seek to fill the world with dreamy wonder and to push back the lurking darkness that would snuff out the joy and beauty of the waking world.
Circle of Dreams Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Balm of the Summer Court |
| 6th | Hearth of Moonlight and Shadow |
| 10th | Hidden Paths |
| 14th | Walker in Dreams |
Subclass Features
Balm of the Summer Court
2nd-level Circle of 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 target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
6th-level Circle of 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 Gleaming Court to ward your campsite. 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 darkness and any sounds made within the sphere are concealed from creatures beyond it. 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.
Hidden Paths
10th-level Circle of Dreams feature
Starting at 10th 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.
Walker in Dreams
14th-level Circle of Dreams feature
At 14th level, the magic of the Feywild grants you the ability to travel through dreamscapes. When 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 the slot isn't expended.
Once you use this feature, you can't use it again until you finish a long rest.