Using Balm of The Summer Court in Wild shape| Circle of Dreams 5e

Balm of The Summer Court in Wild shape| Circle of Dreams 5e

Does someone use Balm of The Summer Court in wild shape?

The Balm of the Summer Court allows healing without using spell slots. It is a bonus effect and is available when in Wild Shape. They are great for combat healers since you can use Cure Wounds and Balm of the Summer Court in the same round. Welcome to the spell of Circle of dreams 5e.

Circle of Dreams 5e

Circle of Dreams Circle of Dreams is essentially designed to make sure that some spell slots are available free of spell slots. An optimistic view of the spell is that it can save up to 41 levels of spells if you utilize all your abilities every day, up to the level of 20. It’s not bad, but the absence of passive effects (and no damage effects) can make you feel vulnerable in battle. However, if you’re willing to become an extremely low damage caster with a couple of beneficial effects and the Feywild can take you happily. One feature of nature that is not often mentioned can be the Feywilds. The Fey are natural defenders and are capable of vast sources of primordial magic. Therefore, naturally, there must have opportunities available for Druids! The Xanather’s Guide to Everything introduced the Circle of Dreams as a Druid’s opportunity to develop into a well-aligned Fey. They’re dedicated to revealing that nature’s beauty and bringing happiness to despairing hearts. Are they able to bring happiness and beauty to an adventurous celebration?

 Circle of Dreams 5e

The Balm of Summer Court Fey energy dice limits for usage

You’re limited to two dice peruse, but five dice per long rest. There are rules in the game concerning only using half the dice, however, not in circumstances of long rest:

In the 2nd level, you are blessed by the blessings from the Summer Court. You’re a source of energy, offering relief from the effects of injuries. You are a reservoir of fey power, represented by the number of d6s equal to your druid level.

As a bonus, You can select a creature you can spot at a distance of around 120 meters. Use several dice to equal half of your level of Druid or less.

You can reclaim all dice you have used when you take a good time.

Balm of the Summer Court, Xanathar’s Guide to Everything Page. 22

At the level of 5, the Druid will be allowed to use 2.5 dice per game, and we would round it down to 2 due to the general rule of rounding. There’s another general rule that you should be aware of from the start. When you divide any number during the game, you should round it down if you come in a fraction, even if it’s at least one-half or more.

Round Down, Player’s Handbook, pg. 7

Between long Rests In between, the Druid could make use of this option five times, using one die for each or three times using two dice for the initial two, and one for the last. Or any other arrangement which is within these limitations.

So, at level 2, you gain two d6+1s. The +1 doesn’t heal. It’s merely temporary HP. It is a thing that is stacked with normal health. However, it’s not it’s own.

Healing Word is a spell that can be useful to heal. Healing Word could be the most effective healing spell available. That is because the Bonus Action heal is extremely helpful as a way to boost your mood. When someone becomes unconscious, the 1 or 100 health can bring them back to their senses and allow that person to rejoin combat rejuvenated.

That provides you with a wealth of Healing Words.

At level 20 of this spell, it can be considered twenty “spell levels” if all levels of the spell included Healing Word. It can heal a little less than Healing Word, but the modifier for spellcasting is not significant; enemies typically deal 40-60 damage, so the additional +5 or more isn’t much of a difference.

In the majority of cases, you’ll need to roll the dice one at a time. You could use them for an emergency roll of 10d6+10 during the final game, hoping to prevent someone from getting the point of a hit. However, you’ll need to use the Heal spell, which is likely to be the better choice for your time. Make use of this to help keep characters alive.

Druid: Circle of Dreams

Druids that are part of Circle of Dreams. Circle of Dreams hail from regions with strong ties towards their local Feywild and its dreamy realms. The druids’ protection to the world of nature is an ideal relationship between them and the good-aligned Fey. They seek to bring the world to life with their fantasies of the imagination. Their power heals and cheers sad hearts. The worlds they protect are glowing and fruitful, places where reality and dream blend and where weary souls can peace.

Source: Xanathar’s Guide to Everything

Balm of the Summer Court

When you reach the second level, You are blessed by the blessings of the Summer Court. You’re a source of energy and energy that can provide relief from the effects of injuries. You are a reservoir of fey power, represented by an amount of d6s equivalent to your level of Druid.

As a bonus, you can choose an ally that you see at least 120 meters from you. You can spend a certain number of dice that equal half your level of Druid, or less. You can roll the dice that you have spent and then add them up. The target gains the number of hit points that are equal to the sum. The target also receives one hit point for each die that is used.

You can reclaim the dice after you have taken a lengthy time.

Hearth of Moonlight and Shadow

At the 6th level, the home could be anywhere you happen to be. In the case of a long or short time, you may use the power of the dark side from the court of Gloaming to protect your peace. The moment you start your rest, when you reach a specific spot in the universe, and an invisible, 30 foot-radius circle of magic appears with its center centered around the spot. The sphere is completely covered.

You and your companions gain an additional bonus of 5 points to the Dexterity (Stealth) and the Wisdom (Perception) checks within the sphere. Additionally, any light from flames within the sphere (a torch, campfire, or other similar) isn’t visible outside.

The sphere disappears at the time of remaining or when you exit the space.

Hidden Paths

From the 10th level onwards, beginning at the 10th level, you can access the mysterious, hidden pathways that Fey has used to travel through the space in the flash of an eye. In addition, during your turn, you’ll be able to travel at least 60ft into an unoccupied area, and you can see. You can also make use of your ability to teleport one willing creature that you reach up to 30 feet into an unoccupied area that you can view.

You can use this feature at a time equal to the value of your Wisdom adjustment (minimum of one). It is then possible to recoup all of the time you’ve used it after completing an extended rest.

Walker in Dreams

In the 14th level, the Magic of Feywild gives you the power to travel physically or mentally through the dreamlands.

Suppose you’ve finished an unintentional rest and are ready to use at least one of the spells listed below. Again, it is unnecessary to use a spell slot or need material parts: Dream (with you as the messenger), Scrying, and Teleportation Circle.

This application for the Teleportation Circle is unique. Instead of opening a gateway to an eternal teleportation circle, it opens an exit to the final place where you took the long rest on the plane you are currently in existence. If you’ve never been able to take a long rest on the plane, you’re currently on it fails, but it doesn’t cost you anything.

After you’ve used this option, you aren’t able to make use of it again until you’ve had a good time of rest.

Best Races for Circle of Dreams for a Druid

Since you’re a caster, you’re looking to gain at least +1 wisdom from the race you’re in. It’s crucial to get your DCs for spells to be high for this class to function efficiently. If not, increase your Constitution and Dexterity for AC and Health. Also, save money. Saves are essential.

Pallid Elf

The elves of Wildemount are druids with a lot of potentials. With a +2 Dexterity and +1 Intelligence, they’ve earned decent scores for you. The elves possess Darkvision, which makes you an excellent scout for Hearth of Moonlight and Shadow and Trance that lets you watch the sky for a longer time, and Fey Ancestry, which is kind of logical. Free Perception is fantastic also! You also gain an advantage in Investigation and Insight, which is Wisdom built on. You’ll be able to make the most accurate predictions! If that weren’t enough, you’d get some Fey tricks from the blessing of the Moonweaver. Even though Wood Elf might make more sense, Pallid Elves are almost exclusively more effective.


If your GM permits the character’s ability to fly, the Aarakocra in the Elemental Evil Player’s Companion will help you. They have three advantages for you to consider: +2 to Dex and +1 for Wis and fly speed. These are all fantastic because Druids generally only fly using Wild Shaping (sans magic items). It will help keep you alive and help your teleportation to 60 feet get you to a secure spot on the ground. Very useful, particularly at the beginning! Furthermore, since you’re fey, you can pretend to play the role of an animal. It’s so amusing!

Hill Dwarf

Hill Dwarves are your basic entry in the Player’s Handbook, but they have certain advantages. They concentrate more on durability with +2 Constitution, +2 Wisdom. They maintain Darkvision and are unaffected by Poison. Tool Proficiency could come in handy when your group needs repairs to their equipment, or Stonecunning can be amusing. The sole reason to use the Hill Dwarf, however, is Dwarven Toughness. +1 Hit Point per level. Up to 20 HP, it is free! You’ll be able to keep your life going effortlessly.

Are you able to use the Balm of the Summer Court ability to create a high-level Druid?

Its prominent role is to be a healing word and keep people energized. Be aware of this when you think about how to buff it. The way you perform it will depend on the purpose your player would like to make use of it. If they are looking to cause a burst of healing on a few targets, then a significant boost to the amount of dice used and how much temp HP is assigned will be the best way to take. If they are using it to heal, the best option is to apply something to the target which reduces the amount of damage they suffer and keeps them alive for longer, For instance, a Sanctuary-like effect that is used to help someone get up from the grave (that formulation is critical. And suppose you don’t say that it is only applicable when you raise people. In that case, the effect is essentially protection to the fighter.