Note
This document aims to tweak and revise some Subclasses to better fit into your games and be more viable options among the rest in a balanced way.
Subclasses Included
- Circle of Dreams
- Circle of Land
- Circle of Moon
- Nature Domain
- Hunter Conclave
New Subclasses
The Feyborn Soul and Circle of the Sky are also included in this document.
Archfey Warlock
A fun and creative revision to the Archfey patron already exists here
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain the expended dice when you finish a long rest.
Blessing of The Fey
Also at 2nd lvl, you have been blessed by the Archfeys. You will never get lost in the Feywild and can cast disguise self at will.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
Additionally, you and your companions roll your hit dies twice and take the higher roll. Once the rest ends, the dome vanishes and grants up to five creatures temporary hitpoints equal to your Wisdom modifier.
Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger) or Scrying.
Additionally, you can cast planeshift once without expending a spell slot or components if you want to planeshift into the feywild or from the feywild into the material realm. Once you cast planeshift in this way, you must finish a long rest to do so again.
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 communities 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.
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 became 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.
Note
The spell lists can be found after this subclass.
Natural Connection
Also at 2nd lvl, you have been attuned with you environment. Your druid cantrips have been empowered depending on the land you choose.
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Arctic: Immediately after you cast a cantrip, you can double your walking speed as a bonus action, forming a thin layer of ice and skiing on it.
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Coast: Your cantrips hit like the crashing waves. When you hit a creature with a cantrip, you can push them pack 10 feet in a straight line.
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Desert: If your cantrip deals damage, it does an additional 1d8 fire damage.
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Forest: When you cast a cantrip, you can use a bonus action to sprout a vine within 15 feet of yourself that pulls you towards its location.
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Grassland: When you cast a cantrip, you benfit from the disengage action.
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Mountain: When you cast a cantrip, a slab of rock start swirling around you granting a +1 bonus to AC. You can benefit from up to 3 slabs total. They will stop swirling around you after 1 minute or when you take damage.
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Swamp: When you cast a cantrip, you unleash an unpleasant smell within 10 feet of yourself until the start of your next turn. If a creature enters or starts its turn there, it must succeed on a constitution saving throw against your spell save DC or have disadvantage on all attack rolls until the end of their turn.
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Underdark: When you cast a cantrip that doesn't target a creature with an attack roll or force a saving throw, you become invisible until the start of your next turn.
Mystical Energy
At 6th lvl, you begin the harness the energy of the land and bolster your magic. You can empower your circle spells in th following ways.
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You can upcast a spell of 5th lvl or lower by 1 lvl.
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You can make one creature within the spells effect to have a minus 1d6 on the saving throw of the spell.
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You can cast a spell that normally takes an action as a bonus action.
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You can empower your focus on the spell. As a reaction, you grant yourself a +5 to your concentration check.
You can use this feature a number of times equal to your Wisdom modifier. You gain all expended uses after a long rest.
Nature's 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.
Additionally, your Natural Connection feature becomes stronger.
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Arctic: When your movement is doubled by this feature, you gain resistance to fire and cold until the start of your next turn.
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Coast: You can force a creature to succeed on a strength save against your spell save DC or be knocked prone as well.
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Desert: The damage increases by 1d8.
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Forest: The vine can be within 30 feet of you.
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Grassland: You also gain advantage on dexterity saving throws until the start of your next turn.
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Mountain: Your maximum slabs increase to 5.
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Swamp: the area effected increases to 20 feet.
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Underdark: You can remain invisible if you don't cast any spells or target a creature with a attack roll for one minute.
One with the land
At 14th lvl, you can expend your uses of wild shape to instead use one of your Mystical Energy options.
Arctic
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Hold person | Spike growth |
| 5th | Slow, | Sleet Storm |
| 7th | Ice storm, | Freedom of movement |
| 9th | Cone of cold, | Commune with nature |
Coast
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Mirror Image | Misty Step |
| 5th | Tidal wave, | Water breathing |
| 7th | Control Water | Freedom of movement |
| 9th | Conjure Elelemtals, | Scrying |
Desert
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Blur | Silence |
| 5th | Wall of Sand, | Protection From Energy |
| 7th | Blight, | Hallucinatory Terrain |
| 9th | Insect Plague, | Wall of Stone |
Forest
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Summon Beast | Spider Climb |
| 5th | Call lightning , | Plant Growth |
| 7th | Guardian of Nature, | Freedom of Movement |
| 9th | Commune with Nature, | Tree Stride |
Grassland
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Invisibility | Pass without Trace |
| 5th | Daylight | Haste |
| 7th | Greater Invisibility | Freedom of Movement |
| 9th | Insect Plague, | Wrath of Nature |
Mountain
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Spike Growth | Spider Climb |
| 5th | Lightning Bolt, | Meld into Stone |
| 7th | Stone Shape, | Stone Skin |
| 9th | Passwall, | Wall of Stone |
Swamp
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Darkness | Melf's Acid Arrow |
| 5th | Stinking Cloud, | Water walk |
| 7th | Blight, | Vitriolic Sphere |
| 9th | Insect Plague, | Cloudkill |
Underdark
| Druid LvL | Spells | |
|---|---|---|
| 3rd | Web | Spider Climb |
| 5th | Fear, | Hypnotic Pattern |
| 7th | Greater Invisibility, | Giant Insect |
| 9th | Insect Plague, | Cloudkill |
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Lunar Form
The rites of your circle grant you the ability to transform into a Lunar beats as a use of your wild shape option. This beast can resemble any creature you have in mind.
- This form is large, medium or small.
- Its hp is equal to 10 times your druid lvls.
- Its AC is equal to 12+ your wisdom modifier.
- It has strength, Dexterity, and Constitution score of 16. They increase to 18 at 10th lvl and 20 at 14th lvl.
- Its speed is 30.
- It has proficiency in 2 skills of your choice from Athletics, Acrobatics, Perception, Survival, and Performance.
- It is proficient in one saving throw from Strength, Dexterity or Constitution.
- Its natural weapons deal 1d12 + dexterity or Strength modifier slashing/piercing/ Bludgeoning.
Additionally, when you transform into your lunar form, pick two of the special qualities that is appropriate for your form. Once you reach 6th lvl and 14th lvl in this class, you can choose an additional quality.
If a quality forces a saving throw, you use your spell save DC for it.
- Nimble: You can take the disengage action as a bonus action.
- Burrow: It has a borrowing speed equal to your base walking speed.
- Agile: All of its movement speed increases by 10 feet.
- Venom: Once per turn, when you hit a creature with your natural weapons, you can force it to make a constitution saving throw take an additional 2d8 poison damage.
- Grappler: When you hit a creature that is the same size or smaller than your form with your natural weapons, you automatically grapple them. But can't attack with that limb when you have a creature grappled.
- Web once per turn You can shoot a web as a ranged attack at a creature within 120 feet. On a hit you restrain the creature until the start of your next turn.
- Pounce: Once per turn, when you move 20 feet in a straight line towards a creature that in your size or smaller, you deal an additional 2d6 damage with your natural weapons.
- Spider walk: The form gains the benefit of spider walk.
- Roar: Once per turn, you can replace a attack with a roar and force a creature within 60 feet of you to succeed on a Charisma saving throw or be frightened of you until the start of your next turn.
- Blind sight: The form benefits from 10 feet of blind vision.
- Climb: The beast has a climbing speed equal to its walking speed.
Lunar Spirit
Starting at 6th level, your attacks in wild shape form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you take the attack action while in Lunar form, you make two attacks instead of one.
Furthermore, everyday, you may choose a number of spells from the spells you have prepared for the day as your moon touched spells equal to your wisdom modifier. You can cast a moon touched spell while in Lunar form.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Once you use this feature, you can't do so again until you finish a long rest.
Thousand Forms
At 14th lvl, you have mastered the art of alteration. While wild shaped, you can switch forms as a bonus action without consuming a use of wild shape. Your form's hitpoints however, wont change between transformations. This benefit extends to you Lunar form as well and allows you to change your form's special qualities.
Change notes
The moon druid did not have a proper scaling among its features, making different lvls to not feel the same in terms of the premise of the subclass. The new Lunar form switches the place for relying on beast statblocks but also grants options for customization to the player.
Nature Domain
Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
Domain Spells
| Cleric lvl | Spells | |
|---|---|---|
| 1st | Entangle, | Speak with Animals |
| 3rd | Spike Growth, | Warding Wind |
| 5th | Plant Growth, | Sleet Storm |
| 7th | Elemental Bane, | Guardian of Nature |
| 9th | Insect Plague, | Tree-Stride |
Acolyte of Nature
At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Nature's Grasp
Starting at 2nd level, you can use your Channel Divinity to restrain your foes.
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for up to 5 creature within 30 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 11th lvl and later 14th level, the extra damage increases by 1d8.
Master of Nature
At 17th lvl, you can call upon your authority over nature and create an aura of difficult terrain within 30 feet of you. Any creature of youe choice can ignore the effects of this aura and all hostile creatures have disadvantage on dexterity saving throws while within the aura.
Change Notes
The Nature Domain's channel divinity and its domain spells were quite lack luster which lead to many dislike the subclass. Despite its other features being quite potent. In addition to revising the channel divinity, domain spell and capstone, the divine strike feature received the damage boost which will happen for all clerics with the similare feature.
Hunter Conclave
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
- Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage. You can deal this extra damage only once per turn.
- Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
- Retaliator: When a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Marked for Death
Also at 3rd lvl, you have honed your skill to swiftly end your target. You can cast Hunter's Mark at will.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
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Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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Hunter's Dodge: when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
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Skirmisher: You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Lethal Tactic
At 11th lvl, you have learned to deliver a massive blow to your prey. Choose one of the options below.
- Crippling Attack: Once per turn, you can force a creature you hit with a weapon attack to make a strength saving throw against your spell save DC or have their speed reduced to 0 until the start of your next turn.
- Death Strike: Once per turn, one of your attacks leaves the prey lethaly wounded. They must succeed on a constitution saving throw against your spell save DC or take twice the attack's damage.
- Exposer:: Once per turn, when you hit a creature with an attack roll, you leave them open for a follow up strike. The next attack made against them via another creature has advantage.
Master Hunter
At 15th lvl, you pick a different option from the Defensive tactic feature and Hunter's Prey.
Additionally, your attacks can crit on a roll of 18 or higher.
Feyborn Soul
Your powers originate from the fey wild due to your connection with an arch fey or a powerful fey entity residing in the Feywild. Perhaps your ancestors have made pact with such creatures or formed a contract. You have natural connection to nature and a charming presence.
Feyborn Magic
You learn additional spells when you reach certain levels in this class, as shown on the Feyborn Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| Sorcerer LvL | Spells | |
|---|---|---|
| 1st | Entabgle | Charm Person |
| 3rd | Silence | Misty step |
| 5th | Hypnotic Pattern | Plant Growth |
| 7th | Guardian of Nature | Charm Monster |
| 9th | Dominate Person | Tree stride |
In addition, consult the Manifestation of Feywild table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
| D6 | Manifestation | |
|---|---|---|
| 1 | You emit a scent, like that of nectar or honey | |
| 2 | Flowers either bloom or wilt (your choice) in your presence. | |
| 3 | Your hair flows like blasted by the wind | |
| 4 | Your skin sparkles like moonlight. | |
| 5 | A glittering mist constantly surrounds you. | |
| 6 | A noticeable, harmless chill surrounds you. |
Beguiling Stare
When a creature within 60 feet makes an attack against you or subject you to a saving throw, you can use your reaction and force them to succeed on a wisdom saving throw against your spell save DC or they can not harm you until the end of their turn.
You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses after finishing a long rest.
Wrath of the forest
Starting at lvl 6, you can call upon the spirit of nature to protect you and destroy your foes. On your turn You can use an action and expend 3 sorcery points to summon deadly wines in a 30 feet aura around yourself. The area is difficult terrain for any creatures of your choice.
Additionally you can use a bonus action to restrain a creature that is larger or smaller within the area. The creature must succeed on a strength saving throw or take 2d4 bludgeoning damage and become restrained. The creature can repeat the saving throw on subsequent turns using an action.
This effects last for 1 minute or until you dismiss it as an action.
(The area moves with you, but it can not effect flying creatures and you can't use it without any solid surface within its range)
One with the spirit
At 14th lvl, Once per turn when you cast a spell, you can teleport to an unoccupied space within 60 feet.
Additionally, you can now restrain a creature that is huge or smaller with wrath of the forest.
Avatar of the living world
At 18th lvl you have become the master of nature! You can use an action and expend 6 sorcery points to radiate a blast of dominance. Each creature in a 60 foot radius originating from you must make a wisdom saving throw against your spell save DC. On a fail they become charmed by you. Beasts, Plants and Elementals have disadvantage on the save.
When charmed in this way, the creatures consider and your allies as friendly creatures. This effect lasts for one minute.
Circle of the Sky
The druids of circle of the sky are protectors and watchers. Their power to manipulate the weather allows them to create the perfect atmosphere for the life of all living beings around them. Even though these druids try to keep peace in the habitat they live in, should a threat arise, they are quick to call on the wrath of the sky to fend off those who disturb their sanctuary.
Watcher Wild Shape
Starting at 2nd lvl, you can use your wild shape as a bonus action rather than an action. Additionally, you can assume the form of a creature with a flying speed right away. If the flying creature you assume the form of doesn't have flyby, you gain flyby while you assume that form.
Non magical strong winds or difficult terrain imposes no issues to your flight speed. At 8th lvl, all difficult terrains can not hinder your flight speed.
Wind Bringer
Also at 2nd lvl, your connection with the sky, allows you to manipulate weather to a small degree.
you gain the following benefits.
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You learn the Gust cantrip.
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You have the Gust of wind spell prepared. It doesn't count against the number of spells you can have prepared.
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You can cast gust of wind without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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You can cast Gust and Gust of wind while in wild shape form.
Weather Manipulation
Once you reach 6th lvl, your weather manipulation powers have grown stronger to a point you can change the climate of a small area around yourself to your desired state.
As an action you can change the current state of the weather within a 60 feet radius centered on yourself. You must be outside, or within direct sight of the sky to use this feature. You can also use this feature while in wild shape.
You can choose one of the Climates in the table to occur. the effect lasts for 1 minute. You can designate any number of creatures including yourself to ignore these effects.
| Climate | Effect | |
|---|---|---|
| Heavy rain | The area is lightly obscured, all creatures within the area have resistance to fire damage and vulnerability to lightning damage. | |
| Hurricane | The area is considered difficult terrain for any flying creature and ranged attacks passing through the area are made with disadvantage | |
| Storm | You create a storm clouds in the sky within the area. At the end of each round, a bolt of lightning strikes down a random creature within the area. The target and all creatures with 5 feet of the target must make a dexterity saving through and on a failed save take 3d10 lightning damage and half as much on a successful one. If a Call Lightning spell is casted within the area, you instead take control of the storm and the call lightning spell is upcasted by one spell slot. | |
| hail | Any creature who starts their turn in the area takes 1d4 bludgeoning damage. | |
| Blizzard | All creatures who start their turn within the area must make a constitution saving throw against your spell save DC. On a fail, they take 1d6 cold damage and their movement is halved until the start of their next turn. | |
| Clean | You clear the sky from any effect. |
You use this feature twice, after which you must finish a long rest to use it again.
Ether's Calling
At 10th lvl, your mastery over the weather improves further. Once you use weather manipulation you can now change the climate of your choice on your subsequent turns as a bonus action.
Guardian of the Heavens
At 14th lvl, the might of the heavens are in your hands. You can expend both uses of your wild shape to assume the form of a Roc but your size is huge. Once you use this feature, you must finish a long rest to use it again.
Practice
Safe
Homebrewing
The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.
Cover Art: Skiorh