{"name":"Druid (Circle of Dreams)","overview":"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.\r\n\r\n[b]Cantrips[\/b]\r\nAt 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.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nWisdom 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[b]Spellcasting Focus[\/b]\r\nYou can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.\r\n\r\n","class_features":"You know Druidic, the secret language of druids.\r\n\r\n[b]SpellcastingPHB, pg. 66[\/b]\r\nYou 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.\r\n\r\n[b]Wild CompanionTCoE, pg. 35[\/b]\r\nAs an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.\r\n\r\nWhen you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 4 hours.\r\n\r\n[b]Wild Companion: 1 Action[\/b]\r\nWild Shape[8th] Max CR 1PHB, pg. 66\r\nAs an action, you can magically assume the shape of a beast that you have seen before twice per short rest.\r\n\r\nYou 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).\r\n\r\n[b]Balm of the Summer Court[\/b]\r\nAt 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.\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. The target also gains 1 temporary hit point per die spent.\r\n\r\nYou regain all expended dice when you finish a long rest.\r\n\r\n[b]Cantrip Versatility [\/b][i]([\/i][i]4th-level druid feature)[\/i]\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class\u2019s Spellcasting feature with another cantrip from the druid spell list.\r\n\r\n[b]Wild Shape Improvement[\/b]\r\nAt 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.\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[b]Hearth of Moonlight and Shadow[\/b]\r\nAt 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.\r\n\r\nWhile 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\u2019t visible outside it.\r\n\r\nThe sphere vanishes at the end of the rest or when you leave the sphere.\r\n\r\n[b]Hidden Paths\u00a0[\/b][i]10th level[\/i]\r\nStarting 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.\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[b]Walker in Dreams[\/b]\u00a0[i]14th level[\/i]\r\nAt 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\r\n\r\nWhen 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\u2019t taken a long rest on your current plane, the spell fails but isn\u2019t wasted.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[b]Timeless Body\u00a0[\/b][i]18th level[\/i]\r\nStarting 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.\r\n\r\n[b]Beast Spells\u00a0[\/b][i]18th level[\/i]\r\nBeginning 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\u2019t able to provide material components.\r\n\r\n[b]Archdruid\u00a0[\/b][i]20th level[\/i]\r\nAt 20th level, you can use your Wild Shape an unlimited number of times.\r\n\r\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren\u2019t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.\r\n\r\n","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.","table_data":"Level | Abilities\r\n1 | Spellcasting, Druidic,\r\n2 | Wild Companion, Wild Shape, Druid Circle (Circle of Dreams), Balm of the Summer Court,\r\n4 | Ability Score Improvement, Wild Shape Improvement, Cantrip Versatility\r\n6 | Hearth of Moonlight and Shadow\r\n8 | Ability Score Improvement, Wild Shape Improvement\r\n10 | Hidden Paths\r\n12 | Ability Score Improvement\r\n14 | Walker in Dreams\r\n16 | Ability Score Improvement\r\n18 | Timeless Body, Beast Spells\r\n19 | Ability Score Improvement\r\n20 | Archdruid","source":"SRD","jsondata":"","tags":"class","isShared":"on","templateId":"5460","blockId":"1458173","world":"063e22a6-e46f-44c5-b824-2eace647dfe4","folder":"30949"}