Homebrew Druid Subclass: Circle of the Divine Land

by DragoonKnight

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Circle of the Divine Land


Druids of the Circle of the Divine Land are guardians of divine soil; places of nature where divine energies exist. These might be places where gods once walked in mortal form, forests beloved by nature gods, the site of an ancient tree planted by some deity, or the resting place of some prophet or divine hero.

Druids of this circle naturally become attuned to the divine nature of the land they protect. Some of them are acolytes of a nature god, who become closer through attuning to nature, rather than the divine power of their god. Others might have come from another druid circle, and have taken to protecting the land sacred to a god who aided them in their time of need. Some might just live on sacred land, and have become attuned by accident.

These druids work to protect and preserve the land which they learned their craft, directing both divine and nature magic to do so. Whether they travel to destroy ancient evils that might threaten their home, or stay in one place for all of their lives, their purpose never changes.

Bonus Proficiencies

When you choose this circle at 2nd level, you gain proficiency in two additional skills from the Druid skill list.

Expanded Spell List

When you choose this circle at 2nd level, and at certain levels in the future, you gain access to certain spells, as shown in the Circle of the Divine Land Spells Table. Once you gain access to one of these spells, you always have it prepares, 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.

Circle of the Divine Land Spells
Druid Levels Spells
2nd Bless, Sanctuary
3rd Augury, Warding Bond
5th Beacon of Hope, Glyph of Warding
7th Aura of Purity, Death Ward
9th Dispel Evil and Good, Hallow

Channel Divinity

At 6th level, you gain the ability to channel divine energy directly from the deity who is associated with the Divine Soil you protect. Once you use your Channel Divinity, you must complete a short or long rest before you can use it again.

Channel Divinity: Nature's Wrath

Spectral plants sprout from the ground and ensnare a number of hostile creatures within 30 feet of you equal to your Wisdom modifier.

Each creature affected must make a Strength save against your Spell Save DC, or be restrained by the plants for 1 minute. A creature restrained by these plants can make a Strength check against your spell save DC as an action on its turn, ending the effect on a success, and taking 1d6 radiant or necrotic (your choice) damage on a failure.

Protect and Rebuke

Starting 10th level, you can touch a creature as a bonus action and spend a spell slot. The creature you touch regains hit points equal to 5 times the level of the spell slot.

Alternatively, when you hit a creature with a weapon attack, you can spend a spell slot to deal 1d8 radiant or necrotic (your choice) per level of the spell slot, up to 5d8.

Avatar of the Divine Soil

At 14th level you can invoke the powers of natural and divine magic at the same time, transforming into a form representative of the land you protect. The appearance of this transformation are up to you.

Using your action, you can expend two uses of your Wild Shape, to transform for 1 minute, gaining the following benefits:

  • You emit bright light for 30 feet, and dim light for another 30 feet. You can choose to reduce this radius down to bright light for 5 feet, and dim light for 5 feet.
  • Your AC increases by 2, and all your saving throws are increased by 4.
  • As a free action on each of your turns, you can cause one creature within 60 feet of you to regain 5 hit points.
  • Enemy creatures within 20 feet of you have disadvantage on attack rolls against creatures other than you.
  • When you are hit by an attack or caught in an area of effect, you can use your reaction to gain resistance to the damage from that attack or area of effect. If the attacker is within 5 feet of you, they take radiant or necrotic damage (your choice) equal to the damage you took.

Tainted Land


Alternatively, perhaps you are from a land that was once holy, and is now tainted. Perhaps it was never holy, and was corrupted by some fiendish source. Druids of this circle from a tainted land have darker powers, and might be more prone to harming others, justifying it as "the best way to protect something is to ensure there's no one who can harm it in the first place". This subclass can still be played with a few changes.

Firstly, here are the Circle Spells for a druid from a tainted land:

Tainted Land Spells
Druid Levels Spells
2nd Bane, Guiding Bolt
3rd Blindness/Deafness, Branding Smite
5th Bestow Curse, Glyph of Warding
7th Banishment, Staggering Smite
9th Contagion, Hallow

If a spell in this list would deal radiant damage, it instead deals fire or necrotic damage (player's choice).

The choice of "radiant or necrotic" damage in Channel Divinity: Nature's Wrath and in Protect and Rebuke changes to "fire or necrotic" damage.

In addition, the Avatar of the Divine Soil feature changes as well. The "Avatar of the Tainted Soil" has the following effects when used:

  • The ground within 20 feet of you becomes difficult terrain for hostile creatures.
  • Your AC increases by 2, and all your saving throws are increased by 4.
  • As a bonus action on each of your turns, you can cast a cantrip that requires an attack roll, even if the cantrip normally has a casting time of up to 1 action.
  • When you are hit by an attack or caught in an area of effect, you can use your reaction to cause the attacker to take fire or necrotic damage equal to half the damage you have taken. The attacker must be within 30 feet of you.
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