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Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have ties to the Feywild and its realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. Their magic mends wounds and brings joy to downcast hearts. The realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.  

Balm of the Summer Court

At 2nd level, you become 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.

Hearths of Moonlight and Shadow

At 6th level, you can invoke shadowy magics to help guard your respite or cloak your movements.   Hearth of Moonlight: At the start of a short rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. The sphere extends beyond creatures and plants, but not solid objects.   While within the sphere, you and your allies gain a +5 bonus to Stealth and 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 after 8 hours or when you leave the sphere.   Hearth of Shadow: as an action, you conjure a 30 foot radius sphere of energy centered on your space. Bright light in the area becomes dim light and dim light becomes darkness. You can see within the area as if it is in bright light. When you are within the sphere, rather than moving to the desired space, you may instead choose to teleport there. The area remains for 1 minute and can be canceled as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Hidden Paths

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

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dream-lands.   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 isn’t wasted.   Once you use this feature, you can’t use it again until you finish a long rest.

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