{"name":"Dream Druid","overview":"see [blocklink:13851]","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per druid level after 1st","armorproficiencies":"All light, medium, shields (druids don't use armor\/shields made of metal)","weaponproficiences":"Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears","tools":"Herbalism kit","savingthrows":"Intelligence, Wisdom","skills":"Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival","equipment":"see [blocklink:13851]","spellcasting":"see [blocklink:13851]","features":"see [blocklink:13851]\r\n+\r\nadditional subclass\r\n[li]Circle of Dreams[\/li]","subclasses":"[h1]Circle of Dreams[\/h1]\r\n\r\n[h2]Balm of the Shadow Court[\/h2]\r\nAt 2nd level, you are a font of energy that offers respite from injuries. You have a pool of shadow energy represented by a number of d6s equal to your druid level.\r\n\r\nAs 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 and remembers the last dream they had. The target also gains 1 temporary hit point per die spent.\r\n\r\nYou regain the expended dice when you finish a long rest. \r\n\r\n[h2]Hearth of Shadow and Dream[\/h2]\r\nAt 6th level, at the start of a 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.\r\n\r\nWhile within the sphere, you and your allies gain a +4 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.\r\n\r\nDuring the rest, all allies gain an additional +1 for all checks regarding dream creatures.\r\n\r\nThe sphere vanishes at the end of the rest or when you leave the sphere.\r\n\r\n[h2]Dream Paths[\/h2]\r\nStarting at 10th level, as a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 15 feet to an unoccupied space you can see.\r\n\r\nWithin dreams, you can use this feature to teleport yourself to anywhere you can see.\r\n\r\nYou 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. \r\n\r\n[h2]Walker in Dream[\/h2]\r\nAt 14th level, 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.\r\n\r\nThis 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.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest. ","tabledata":"","tags":"Classes, Character Creation, Dreams","templateId":"25","blockId":"546507","world":"452c4024-07cd-40ca-8a41-e080791945ee","folder":"2207","isShared":"on"}