Druid
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

3rd

hold person, snilloc's snowball swarm

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

cone of cold, hold monster 

Coast
Druid Level Spells

3rd

blur, misty step

5th

tidal wave, wall of water

7th

control water, watery sphere

9th

maelstrom, scrying

Desert
Druid Level Spells

3rd

dust devil, mirror image

5th

major image, wall of sand

7th

blight, hallucinatory terrain

9th

insect plague, mislead

Forest
Druid Level Spells

3rd

barkskin, spider climb

5th

plant growth, speak with plants

7th

giant insect, grasping vine

9th

commune with nature, tree stride

Grassland
Druid Level Spells

3rd

gust of wind, maximilian's earthen grasp

5th

daylight, haste

7th

[Tooltip Not Found]

9th

control winds, far step

Mountain
Druid Level Spells

3rd

spider climb, spike growth

5th

lightning bolt, erupting earth

7th

stone shape, stoneskin

9th

transmute rock, wall of stone

Swamp
Druid Level Spells

3rd

acid arrow, wither and bloom

5th

life transference, stinking cloud

7th

confusion, vitriolic sphere

9th

contagion, insect plague

Underdark
Druid Level Spells

3rd

darkness, web

5th

gaseous form, meld into stone

7th

greater invisibility, stone shape

9th

cloudkill, passwall

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.

Comments

Posts Quoted:
Reply
Clear All Quotes