Base Class: Druid
Druids of the Circle of the friends are guardians of the wilds. Their order gathers with other wildlife to help and to share secrets. They Stay so long In the wilds and their best friends are almost always animals.
A druid of this circle might convince bears to help them fight or calm an attacking owlbear. The wild is in the druid’s blood.
Animal friend
When you choose this circle at 2nd level, you gain one best friend. An animal companion. the animal companion must have a CR less than 1/2 and must be a beast. It acts on its own but follows you everywhere but civilization. It usually does what you tell it but may not if it has a strong reason not of or has been severely mistreated. It will leave is mistreated or neglected. If you lose your companion you can get another one by succeeding In a DC 20 charisma ( persuasion ) check on a beast with a CR less than 1/2 who likes you.
Animal speech
Starting at 2nd level, you can converse with beasts as if under the effects of Speak with Animals this effect lasts indefinitely
Call friends
As an Action you can make a call If you have met at least A couple animal friends then some animals come. They assume that it is a situation of life and death so If it is not they will get disappointing. They will not die for you and will not go into civilization. The DM chooses Which creatures come. 1d8 + half of your druid level arrive in 1d6 minutes.
Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
New friend
When you reach 10th level, you Gain another companion like at level 2 except the CR is now 3
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
In addition you gain an advantage on all Charisma checks made to interact with animals
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Posted Jan 5, 2021The idea of this is actually quite ingenious, but the execution is a little bit lackluster. If you still care to make this subclass playable, try to think from the perspective of a player and look for every single inconsistency, loophole or bit of confusing phrasing. IMO, Animal Friend and Call Friends need a LOT more detail, but not much modification.
Also, throw out Land's Stride and Nature's Sanctuary. This isn't a land druid.