Dream Druid
	
		Hit Points
		Hit Dice:  d8 per Dream Druid level
		Hit Points at first Level:  8 + your Constitution modifier
		Hit Points at Higher Levels:  1d8 (or 5) + your Constitution modifier per druid level after 1st
		
	 
	
		Proficiences
		Armor:  All light, medium, shields (druids don't use armor/shields made of metal)
		Weapons:  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
		
	 
 
	
	Overview & Creation
	
		see Druid
	
	
	Class Features
	
		see Druid
+
additional subclass
	
	
	Starting Equipment
	
		see Druid
	
	
	Spellcasting
	
		see Druid
	
	
	Subclass Options
	
		
Circle of Dreams
 
Balm of the Shadow Court
At 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.
 
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 and remembers the last dream they had. The target also gains 1 temporary hit point per die spent.
 
You regain the expended dice when you finish a long rest. 
 
Hearth of Shadow and Dream
At 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.
 
While 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.
 
During the rest, all allies gain an additional +1 for all checks regarding dream creatures.
 
The sphere vanishes at the end of the rest or when you leave the sphere.
 
Dream Paths
Starting 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.
 
Within dreams, you can use this feature to teleport yourself to anywhere 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 Dream
At 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.
 
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.