Druid of the Land Expansion

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Druid of the Land Expansion

In this homebrew, we further expand each aspect of the Druid of the Land Circle and make each distinct environment a circle itself for all your druid needs!

Circle of the Arctic

Freezing temperatures and sharp cold winds is what these druids call their home. Wielding nature's icy kiss at the tip of their fingers, they defend the land of ice and snow with a fierce storm

Cold Snap

Starting at 2nd level, you know the cantrip Frostbite and it doesn't count against your cantrips known. In addition, when a creature fails their saving throw against this cantrip, their speed is reduced by 10 feet.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold

Freezing Shape

At 6th level, your inherent nature with your land has blessed your Wild Shape with the protection of ice. Whenever you use your Wild Shape to transform into a beast, your new form gains temporary hit points equal to your druid level.

Icicle Fangs

Beginning at 10th level, ice and snow manifest itself in your ferocity. When you deal cold damage with your spell, you can add your Wisdom modifier (minimum of 1) to one of the damage rolls.

Additionally, your weapon attacks in your Wild Shape form can now deal cold damage instead of its usual damage type.

Winter Soul

At 14th level, you became the very manifestation of nature's winter. Whenever you finish a long rest, you can cast the spell Armor of Agathys once for the next hour. When you use your Wild Shape, you add the temporary hit points gained from your Freezing Shape feature.

Circle of Coast

The sea breeze and ocean waters brings comfort to you. Just like the lands, these druids protect the many oceanic environments scattered across the world.

Initiate of the Deep

Starting at 2nd level, you learn the cantrip Shape Water and it doesn't count against the number of cantrips known. In addition, the area in which you can affect with this cantrip increases by an additional 5-foot cube for every four levels you have in this class.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying

Water Strider

At 6th level, your body has adapted when moving in any body of water. Your swimming speed is now equal to your speed and you have +1 AC while underwater. This feature extends to any of your forms in Wild Shape.

Wellspring of Life

Beginning at 10th level, the waters you conjure and manipulate now possesses curative properties that can easily mend wounds. When you cast any of your circle spells, all friendly creatures within 5 feet of you regains hit points equal to half of the spell's level + your Wisdom modifier.

Ocean's Purity

At 14th level, you invoke the very power of the oceans wherever you are and become one with water itself. When you use your Wild Shape, you can choose to become a spirit of water, granting you additional properties:

  • Your swimming speed is doubled.
  • You gain immunity against acid damage and resistance against bludgeoning, fire, lightning, slashing, thunder and piercing damage.
  • When you take cold damage, make a Constitution saving throw against a DC of 10 or half of the damage taken (whichever is higher). On a failed save, your speed is reduced by 20 feet until the end of your next turn.
  • You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
  • While you are underwater, you gain bonus to your Dexterity (Stealth) checks. This bonus is equal to half of your druid level.

Circle of the Desert

You have overcome the scorching sands and blistering heat. Experiencing the harshness of one of nature's lands, you can call forth the very essence of the desert at your whim.

Shifting Sands

Starting at 2nd level, the sands of the desert constantly change, shifting and weaving through the winds to present an everlasting challenge to those who walk in it. you learn the cantrip Mold Earth and it doesn't count against your cantrips known. In addition, you can cast this cantrip as a bonus action.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone

Desert Guard

At 6th level, you can call upon the protection of the desert, creating a small and localized sand storm around you. As a bonus action, you create a sand storm in a 5-foot-radius around you. While in it, you are considered blinded and under full cover until you move out of the area or the start of your next turn.

Once you use this feature, you must finish a short rest before you can use it again.

Terror of the Dunes

At 10th level, nobody truly knows what is hidden beneath the rolling sands of a desert, although this truth is only known who would dare trespass and not many survives. While in your Wild Shape form, your first attack in that form has bonuses to its attack and damage rolls. This bonus is equal to half of your druid level.

Additionally, you can reduce the duration of your form by an hour to choose another beast of equal CR or lower and transform into that beast. When you do so, you retain your previous form's temporary hit points.

You can do this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.

Sand Layer

At 14th level, your connection with the land has allowed you to attract sand so fine that they're nearly invisible, constantly flowing around you. The sands provide a limited yet, strong protection as it fends of incoming blows. Whenever you roll your hit die to regain hit points, you gain a bonus of +1 AC for each hit die spent, up to a maximum of +4 AC.

When you take damage while you have bonus AC from this feature, you gain resistance against the triggering damage and you lose the bonus AC from this feature.

Circle of the Forest

Bountiful harvest and whispers of the wood sings their sweet melodies to you. Perhaps one of the well-known druids of any circles, they are much more connected with the land given the vibrant life that surrounds them during their stay.

Binding Roots

Starting at 2nd level, the forest would never abandon you when you need it. You learn the cantrip Thorn Whip and it doesn't count against your cantrips known. In addition, when you hit a creature with this cantrip, you can use your bonus action to attempt to grapple the creature. You use your spellcasting modifier instead of your Strength (Athletics) for the check.

At the start of each of your turn, you must use your action to maintain Thorn Whip, if you don't, become unconscious or if the creature succeeds on a check against your grapple, they are freed from the grasp.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride

Natural Recovery

Beginning at 6th 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.

Earthly Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Sleeping Forest

When you reach 14th level, you gain a deeper connection with the trees that surrounds your land, allowing you to peer through their senses and feel what they can. As an action, you can choose a tree within a mile that you know and previously seen and see through it for 1 minute. You perceive things around the tree, gaining 30 feet of Tremorsense. While doing so your body is blind and deaf. While maintaining concentration on this ability, you can use your bonus action to choose another tree within the same range.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of the Grassland

These druids welcomes the vast and open fields of greenery and rolling hills. No obstruction can hide intruders from them and they have adapted well, moving swiftly as the passing wind within these lands.

Swift Step

Starting at 2nd level, you know the cantrip Gust and it doesn't count against your cantrips known. Whenever you cast this cantrip, you gain bonus speed until the end of the turn. The bonus is equal to 5 feet for every four levels you have in this class.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Invisibility, Pass without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague

See the Wind

At 6th level, you learn how to read the wind that is so familiar to you, guiding yourself with each passing breeze. Whenever you use your Wild Shape feature to assume a new form, you gain the benefit of the Dash action for that turn.

Read the Wind

At 10th level, you can spot movements even without seeing them by reading the sudden changes in the wind pattern. You can use the Search action as a bonus action and gain bonus to your Wisdom (Perception) and Passive Perception equal to half of your druid level.

When you use this feature, your speed is reduced by half until the end of your next turn.

Pride of the Prairie

Beginning at 14th level, your experience and connection has made you unstoppable in your attempts to pursue intruders. You gain advantage against any checks made against you that would affect your speed. In addition, when you move more than 20 feet during your turn, your movements no longer provoke attacks of opportunity until the end of the turn.

Circle of the Mountain

Spending their time within the peaks of mountains and valleys, watching the clouds roll below them and experiencing the adrenaline flowing through their veins with each climb. These druids tap into the jagged rocks and defiant fortitude of their land to stand taller among others.

Roar of the Giant

Starting at 2nd level, you know the cantrip Thunderclap and it doesn't count against your cantrips known. Whenever a creature fails their saving throw against this cantrip, they are also knocked back 5 feet away from you.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone

Mountain's Pressure

Beginning at 6th level, the land you've attuned has given your druidic power the power of the mountains. When you deal damage with your spell, you can choose to deal additional damage equal to half of your druid level. You can choose the damage to be either Bludgeoning, Piercing, or Thunder.

You can use this a number of times equal to your Wisdom modifier (minimum of once) and you regain expended uses at the end of a long rest.

Relentless Stand

At 10th level, you can enter a stance and channel the fortitude of the land to bolster your defenses. When you take the Dodge action, you can instead choose to reduce all damage you take equal to half of your druid level until the start of your next turn instead of the Dodge action's benefits.

Titanic Shape

Beginning at 14th level, the mountain's essence has seeped deep inside you, unleashing the full strength of your druidic calling. When you use your Wild Shape feature to transform into a beast, you can choose to activate this feature and gain the following benefits:

  • You beast form is one size larger than normal.
  • You beast form gains additional hit points equal to your druid level.
  • When you deal damage while in your beast form, you add your Strength or Dexterity modifier (your choice) to your damage rolls twice.
  • Your speed is half.
  • You beast form gains a bonus +2 AC.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of the Swamp

While many considers the swamplands inhospitable, many druids choose their calling here. Learning the land that gives life to many strange, yet wondrous creatures. While each being's perspective of a swamp differs, these druids can channel the many faces of their land against their foes.

Corrosive Touch

Starting at 2nd level, you know the cantrip Primal Savagery and it doesn't count against your cantrips known. You can cast this cantrip while in your Wild Shape form.

At 18th level, when you hit a creature with this cantrip, the creature must succeed a Constitution saving throw against your spellcasting DC or have their AC reduced by one for 1 minute. A creature's AC reduced through this cantrip cannot be affected by it until they recover from the effects of this feature.

If you hit an object or structure with this cantrip, you immediately reduce its AC equal to half of your druid level. The AC reduction is permanent unless repaired.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Darkness, Melf's Acid Arrow
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying

Bog Water's Resilience

At 6th level, your time within the swamps has strengthened your endurance and immunity. You gain resistance against poison and acid damage. In addition, you gain advantage to all checks against diseases and poisons.

Marsh Step

Starting at 10th level, your druidic nature awakens the sleeping marshes deep within the land, causing them to rise with each step. While in your Wild Shape form, you can use your bonus action to cause all creatures within 5 feet of you to make a Constitution saving throw or become Poisoned for 1 minute. In addition, whenever you use this feature, all spaces you move through while on the ground becomes difficult terrain for the duration until the start of your next turn.

You can use this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.

Call of the Swamp

At 14th level, the swamplands has bestowed its essence to you, granting you the following:

  • Immunity against the Poisoned condition and diseases.
  • Whenever you roll damage for a druid spell, you deal additional poison or acid damage (your choice) equal to half of your druid level.
  • Whenever you take nonmagical bludgeoning, piercing or slashing damage, you deal poison or acid damage (your choice) to the attacker equal to your proficiency bonus.

Circle of the Underdark

The subterranean environment can be quite unforgiving for those unfamiliar with the nature of the land. Hidden from daylight, cold and damp, makes it a unique biome that offers druids who chooses this land as their circle for it holds secrets that can only be found beneath the ground.

Darkstones

Starting at 2nd level, you know the cantrip Magic Stone and it doesn't count against your cantrips known. When you cast this cantrip, you can now imbue a number of additional pebbles with magic equal to your druid level divided by 3.

At 5th level, when you use your action to attack with a pebble, you can throw up to 2 pebbles at once.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

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 nonetheless a druid spell for you.

Druid Level Circle Spells
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague

Cavernous Whisper

At 6th level, your time within the underdark has developed your senses to thrive within the land beneath. You gain darkvision out to 60 feet. If you already have darkvision, this extends to 120 feet.

In addition, you gain bonus to your Wisdom (Perception) score and Passive Perception equal to your proficiency bonus while you are in darkness or half of your proficiency bonus while you are in dim light.

Breath of the Dark

At 10th level, you can momentarily heighten your senses, granting you the ability to feel the earth around you. As an action, you can spend a minute to gain tremorsense out to 30 feet until the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.

Descent to the Underdark

At 14th level, you can call upon the land beneath, sinking everything into the world below. As an action, you can choose any number of unoccupied spaces that you can see within 60 feet. You then sacrifice 5 feet of movement for each space and turn it into unstable ground, with your remaining movement determining the depth of each space, with a minimum of 5 feet in depth.

An unstable ground acts as a pitfall trap and when a creature moves into that space, they must succeed a Dexterity saving throw against your spell DC or fall and be knocked prone. If an unstable ground is left untouched for 1 minute, it reverts to normal.

Once you use this feature, your speed is reduced to 0 until the start of your next turn.

An example would be a druid with 30 feet of movement can choose to either create 5 unstable grounds, each being 5 feet in depth, or can create 3 unstable grounds, each being 15 feet in depth, or a single unstable ground with a depth of 25 feet.

 

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