Circle of the Courts

Druids who are members of the Circle of the courts hail from regions that have strong ties to the rulers of Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and the fey.Their magic mends wounds and brings joy to downcast hearts,and the realms they protect are gleaming,fruitful places. They can also be formidable opponents bringing forth the powers of the Winter court to freeze and slow enemies while their allies pick them off.

Blessings of the Courts

At 2nd level, you become imbued with the blessings of the Summer and Winter Court.You are a font of energy that lends relief to injured allies and icy doom to your enemies.You have a pool of fey energy represented by a number of d6’s equal to your druid level.You regain any expended dice when you finish a long rest. The dice used changes when you reach certain levels. The die becomes a d8 at 5th level, d10 at 10th level, d12 at 15th level.

Balm of the Summer Court

Whenever you cast a spell that heals an ally you may expend any number of dices equal to half your Druid level. Roll the spent dice and add them together. The target regains hit points equal to the total of the dice rolled.The target also gains 1 temporary hit point per die spent,and its speed increases by 5 feet per die spent.The speed increase lasts for 1 minute. You regain the expended dice when you finish a long rest.

Rime of the Winter Court

Whenever you cast a spell that harms an enemy you may expend any number of dice equal to half your Druid level. Roll the spent dice and add them together. The target takes damage equal to the total of the dice. You can choose either Cold or Necrotic damage. The target cannot take reactions on it’s turn.

Hearth of Fire and Shadow

At 6th level, home is wherever you set up camp.During a short or long rest, you can invoke the shadowy power of the Gloaming Court or Shining Court to ward your campsite from intruders or provide a comfortable place to rest and eat. At the start of the rest, you create an area with a 30-foot radius. Choose one effect: Within this area, a large campfire springs forth and bushes filled with edibles fruits and vegetables spring forth, you and your allies gain a +5 bonus to Wisdom(Perception) checks to detect creatures.

You may instead choose to surround your campsite in shadowy thickets. Within the area light sources(campfire,torches,and the like)is not visible outside the area.The area within is considered difficult terrain for anyone attempting to breach the perimeter and any Beast that attempts to approach are frightened away by shadows that suddenly spring forth.These effects end when the rest finishes or when you leave the area.

Hidden Paths

At 10th level,you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye.On your turn,you can teleport up to 30 feet to a spot you can see.Each foot of this teleportation costs 1 foot of your movement.You can also use this feature to teleport someone else. As an action,you can teleport a willing ally you touch up to 30 feet to a point you can see. Once you use either option—teleporting yourself or an ally—you can’t use that option again until 1d4 rounds have passed.

Survivalist

At 13th level, you can use the bonus action granted by your Cunning Action feature to take the Dodge action.

Purifying Light

At 14th level,the favor of the Courts allows you to end spells that hamper you and your allies or bolster your enemies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn or if you deal damage to a targeted enemy, you can simultaneously target the healed/damage creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell. You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.