![]() This feature also has a usage limit greater than one per long rest, so it’s another kind of currency to track. My strict reading of the text suggests that you have to expend the spell slot for the dispel magic, and it must be the same level as the slot expended for healing. Purifying Light is a weird feature that lets you pair a dispel magic with any spell you cast that restores hit points.On the other hand, back in 4e they decided that short-range teleportation was the most fey thing ever, so in that regard this is unsurprising. It’s a barely-limited number of misty step spells, and that’s just crazy. This is also way more free teleporting than we’ve seen to date.I’m surprised they didn’t give it a recharge die, like monsters use. This is why we stopped having most timers be anything between “end of next turn” and “1 minute,” unless there’s a saving throw to mark the time. I don’t like the timer, which sounds like a pain in the ass to remember to track.The odd thing about this feature is each option refreshes separately on a 1d4-round timer. ![]() ![]() Hidden Paths lets the druid spend movement as a teleport effect (self-only) or spend an action to teleport an ally.About as often, it will lead to the DM having to rewind narration because the PCs suddenly point out that no, the assassins didn’t see our campfire, but thanks for letting us know we blew our Perception checks! This will come up, in a way that changes outcomes, once in a long while. It’s not quite ribbon-ish, and in fact I’ve been in campaigns where this would be a huge Still, it’s a real contrast to the very flashy first feature.Anyway, when you make a short or long-rest camp, your perceptions are heightened and your fire is hidden from those outside the camp. Hearth of Moonlight and Shadow mentions the “shadowy power of the Gloaming Court,” which… I wouldn’t have expected, but sure.I get how this meets up with the Summer Court, and I can see how the Summer Court touches on Dreams (you know, in a very White Wolf, circa 1995, way), but there’s some thematic reaching going on here.Relatively few subclasses hand out a new currency, and I’m surprised that the rest of the subclass doesn’t use this feature as a kind of backbone.This is a lot of functionality! I would say that this puts the Dreams druid on par with the Life cleric for top healer in the game – worse at group healing, but who needs healing word when you’ve got this going on? It’s not a spell, so you can still use your action for whatever you like. Spend any number of these up to half your druid level as a bonus action one ally you can see within 120 feet is healed for the result, and gains temporary hit points equal to the number of dice spent, and gets a speed buff for 1 minute (5 ft per die spent). Balm of the Summer Court grants a new currency: 1d6 per druid level.My esteemed colleague Colin informs me that this has a lot in common with Emerald Dream lore from World of Warcraft. ![]() All the more oddly, they are tied to both Courts. Curiously, then, the druid with fey ties is a superior healer, in addition to improving movement. When it comes to a fey-themed subclass for any class, it’s not a question of if but when and what form it takes. The link points to the last article in the series, with directory links to the earlier ones. Oh, and in case you’re new around here, I have done some writing about druids before. Third-party designers get read the Riot Act for venturing too far outside the borders that Smith & Wesson Mearls & Crawford lay out in official releases, you know? Anyway, let’s get to it. Whatever else might be said, they took more risks with new mechanics this time than last week, and so even if I wind up disliking it (spoiler: I won’t), it’s useful as suggestions for what’s “in-bounds” for third-party design. Accordingly, this week’s Unearthed Arcana offers three new druid circles and a variant Wild Shape rule. I guess if you’re going to call any class even obliquely harvest-holiday-themed, druid is a good one.
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