Base Class: Druid
Of all druid circles, those who belong to circles of the land are the most in tune with the natural rhythms and energy of the world. While all druids are able to connect to and tap into the wellspring of natural energy that permeates the cosmos, those of the circle of the land surpass all others, understanding the power of nature on an instinctual level.
This homebrew is an effort to bring the Circle of the Land Druid subclass a little TLC. As it stands, I feel the subclass is fairly lacklustre, not providing much in the way of satisfying gameplay mechanics, nor fully realising the roleplaying potential of a druid who is deeply attuned to nature, beyond even druids of other subclasses. If Shepherd druids are the premier summoners and animal tamers, Moon druids are the chief shapeshifters and Dream druids the support, then it is my aim to try and bring forward the Land druids as the fully-realised magic wielders.
Bonus Cantrip
Circle of the Land druids are skilled spellcasters, drawing deeply from the wellspring of natural energy around them. When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
You draw on your connection to the land to infuse you with the ability to cast circle spells. Starting at 3rd level, chose a landscape from which to draw your circle spells - arctic, coastal (oceanic), desert, forest, grassland, mountain, swamp, or Underdark. This does not have to be the type of landscape that you are currently in.
You gain access to the circle spells listed below at 3rd, 5th, 7th and 9th level. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is a druid spell for you.
If you wish, you may change the landscape you currently are attuned with to a different one. To do so, you must complete an 8-hour ritual, which cannot be interrupted by any other activity. If the ritual is interrupted, you must start the ritual again.
Arctic
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Coast
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Desert
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Forest
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Grassland
| Druid Level | Spells |
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3rd |
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5th |
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7th |
[Tooltip Not Found] |
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9th |
Mountain
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Swamp
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Underdark
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Land's Stride
Your connection with the natural world deepens, and the land itself seems to shift to ease your passage. Starting at 6th level, you gain a climbing and swimming speed equal to your walking speed and you are no longer slowed by nonmagical difficult terrain.
Additionally, you can move through nonmagical plants and undergrowth without taking damage, for example from thorns or spines. You also gain advantage on saving throws against magical plants (including Plant creatures).
Nature’s Ward
Thanks to your deeply rooted connection to nature, no poison or illness can harm you and you become inured to the bewitching or terrifying powers of elementals and fey. When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Mastery Over the Land
Your connection with natural magic grows to such heights that you can draw on its power on an instinctual level. At 14th level, you can cast one of your circle spells without expending a spell slot. When you cast a spell using this feature, it always counts as being cast at 5th level. Once you cast a spell with this feature, you cannot do so again until after you finish a long rest. You cannot regain this feature using Natural Recovery.
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