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| *When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws. | | *When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws. |
| *Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.) | | *Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.) |
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| === Circle of Dreams ===
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| Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Fey Forest. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
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| '''Balm of the Summer.''' At 2nd level, you become imbued with the blessings of the Summer. 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.
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| 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.
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| '''Hearth of Moonlight and Shadow.''' At 6th level, home can be wherever you are. During a long rest, you can invoke the shadowy power of the night 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.
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| 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.
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| '''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.
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| '''Walker in Dreams.''' At 14th level, the magic of the Fey grants you the ability to travel mentally or physically through the Second Ward. When you finish a long 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.
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| 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.
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| === Circle of Lands === | | === Circle of Lands === |