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Subclass Druid Circle of Dreams

yoonmoonsik edited this page Jul 2, 2026 · 10 revisions

CircleOfDreams

What Is the Circle of Dreams?

The Circle of Dreams is a Druid subclass focused on healing and mobility. Balm of the Summer Court at Level 3 provides a scalable pool of healing dice — equal to your Druid level in d6s — that you can distribute to injured creatures as a Bonus Action. Hearth of Moonlight and Shadow at Level 6 lets you conjure a protective refuge and gain the benefits of a Short Rest as an Action. Hidden Paths at Level 10 grants Wisdom-modifier teleportation uses per Long Rest, plus the ability to teleport allies.

Class Features

Progression Overview

LEVEL FEATURE
3 Balm of the Summer Court
6 Hearth of Moonlight and Shadow
10 Hidden Paths

Level 3

Balm of the Summer Court You have a pool of fey energy represented by a number of d6s equal to your Druid level.

As a Bonus Action, you can expend a number of those dice to restore Hit Points to one creature you can see within 120 feet of yourself. The maximum number of dice you can expend at once equals your Wisdom modifier (minimum 1 die). Roll the expended dice and restore a number of Hit Points equal to the roll. A creature can benefit from this feature only once per turn.

You regain all expended dice when you finish a Long Rest.

Level 6

Hearth of Moonlight and Shadow As an Action, you conjure a protective refuge and immediately gain the benefits of a Short Rest.

Level 10

Hidden Paths 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 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 when you finish a Long Rest.

Playstyle Notes

The Circle of Dreams is the healing and mobility support Druid. Balm of the Summer Court at Level 3 is an efficient Bonus Action heal — at Level 3 you have 3 d6s, at Level 10 you have 10 d6s, and with Wisdom modifier 4 you can expend 4 dice at once for a potential 4d6+heal in one Bonus Action. Since healing doesn't require a spell slot, this keeps your slots free for concentration spells and offensive casting.

The pool of d6s scales automatically with Druid level, meaning this feature gets better every level without any investment. At the same time, Balm consumes uses — you only recover on Long Rest, so managing the pool across a day matters.

Hearth of Moonlight and Shadow at Level 6 provides a free Short Rest on demand. Combined with Wild Shape (which also recovers on Short Rest), this means you can recover Wild Shape uses mid-encounter or between fights without finding an inn.

Hidden Paths at Level 10 adds tactical teleportation. The Bonus Action teleport is personal; the Action teleport moves an ally — useful for repositioning a grappled or flanked party member. With high Wisdom, you get multiple uses per Long Rest, making it a regular tool rather than a once-per-day emergency.

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