Revised Druid: Circle of the Land

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Druid

Below are revised versions of features from this Druid Circle. As there is some agreement that the circle of land is subpar compared to other circles, particularily moon, this revision seeks to provide a few additional features. The design goal is to help the circle archtype better reflect the chosen land circle chosen by a character, as well as provide a better means to intergrate wildshape in a unique way.

This revision also makes changes to the base class, which are listed below.

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain 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.

Font of Nature

Starting at 18th level, you can cast any druid spell of 1st-level or 2nd-level, even if it is not prepared.

Archdruid

At 20th level, when you use wildshape, the duration is now unlimited.

In addition, while wildshaped, you can use your action to change your form to any other creature you can normally wildshape into, but you retain your current hit point total.

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of com m unities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Circle of Land Features
Druid Level Feature
2nd Bonus Cantrip, Natural Recovery, Circle Spells
6th Natural Adaptation
10th Beast Spells
14th Nature's Ward

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

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

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 becam e a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark and consult the associated list of spells.

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.

Artic
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
Coast
Druid Level Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
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
Forest
Druid Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Druid Level Circle Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Mountain
Druid Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Druid Level Circle Spells
3rd darkness, melf's acid arrow
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, contagion
Underdark
Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

Natural Adaptation

Starting at 6th level, you gain one of the following benefits based on your chosen circle. You retain these benefits while wildshaped.

Artic. You gain resistance to cold damage.

Coast. You gain a swim speed equal to your walking speed, and you can breathe underwater. If you already have a swim speed, it is increased by 30 feet.

Desert. You gain resistance to fire damage.

Forest. You gain proficiency in the Perception skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses it.

Grassland. Your speed increases by 10 feet and you have advantage on ability checks and saving throws against the effects that would reduce your speed, or cause you to become grappled or restrained.

Mountain. You have advantage on Strength (Athletics) checks and climbing doesn’t half your speed. If you already have a climb speed, it is instead increased by 30 feet.

Swamp. You are immune to disease, gain advantage on saving throws against poison, and have resistance to poison damage. If you already have resistance to poison damage, you instead become immune to poison.

Underdark. You gain Darkvision up to 90 feet. If you already have darkvision, it is increased by 30 feet.

Beast Spells

When you reach 10th level in this Circle, you can you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Nature’s Ward

At 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. You cannot be charmed or frightened by beasts, dragons, elementals, fey, plants, or oozes.

In addition, whenever such a 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

 

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