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SRD

Druid (Circle of Dreams)

Healer Druid
hit dice: 1d8
hit points at 1st level: 8 + Con
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the spell listing for the druid spell list.   Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.   Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.  
class features:
You know Druidic, the secret language of druids.   SpellcastingPHB, pg. 66 You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.   Wild CompanionTCoE, pg. 35 As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 4 hours.   Wild Companion: 1 Action Wild Shape[8th] Max CR 1PHB, pg. 66 As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.   You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).   Balm of the Summer Court 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.   Cantrip Versatility (4th-level druid feature) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.   Wild Shape Improvement At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Ability Score Improvement When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   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.   Hidden Paths 10th level 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 At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   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.   Timeless Body 18th level Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.   Beast Spells 18th level Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.   Archdruid 20th level At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.  
subclass options:
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
LevelAbilities
1Spellcasting, Druidic,
2Wild Companion, Wild Shape, Druid Circle (Circle of Dreams), Balm of the Summer Court,
4Ability Score Improvement, Wild Shape Improvement, Cantrip Versatility
6Hearth of Moonlight and Shadow
8Ability Score Improvement, Wild Shape Improvement
10Hidden Paths
12Ability Score Improvement
14Walker in Dreams
16Ability Score Improvement
18Timeless Body, Beast Spells
19Ability Score Improvement
20Archdruid

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MythMagistra.

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