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Druid Circle of the Shaman (Land Revised)
Why am I doing this?
I think the Circle of the Land's idea is really cool, but it's implementation is lacking in all aspects. So I aim to fix that my way. This revision will focus in on furthering the influence of the Land chosen while also giving some flexibility to the subclass. \pagebreak
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. #### Bonus Cantrip You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know. #### 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.
Every time you encounter a druidic monument or another Circle of the Land druid in a new environment you can spend one hour attuning to the new enviroment, gaining its spells instead, alternatively, you can also attune to a previously attuned environment during a long rest.
On top of that, you also always have prepared some other spells
Standard
| Druid Level | Spells | |:----:|:----:| | 3rd | Beast Bond, Speak with Animals | | 5th | Beast Sense, Locate Animals or Plants | | 7th | Conjure Animals, Speak with Plants | | 9th | Guardian of Nature, Dominate Beast | \columnbreak
Circle Spells
Arctic | 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| wall of water, water walk| |7th| control water, lightning bolt| |9th| conjure elemental, control winds| Desert | Druid Level | Circle Spells | |:---:|:---:| |3rd| blur, silence |5th| create food and water, wall of sand| |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, storm sphere| |9th| dream, insect plague| Mountain | Druid Level | Circle Spells | |:---:|:---:| |3rd| spider climb, spike growth| |5th| erupting earth, meld into stone| |7th| stone shape, stoneskin| |9th| passwall, wall of stone| \pagebreak Swamp | Druid Level | Circle Spells | |:---:|:---:| |3rd| darkness, Melf's acid arrow| |5th| water walk, stinking cloud| |7th| freedom of movement, vitriolic sphere| |9th| insect plague, cloudkill| Underdark | Druid Level | Circle Spells | |:---:|:---:| |3rd| spider climb, web| |5th| gaseous form, stinking cloud| |7th| greater invisibility, stone shape| |9th| cloudkill, insect plague| Underwater | Druid Level | Circle Spells | |:---:|:---:| |3rd| alter self, blur| |5th| tidal wave, water breathing| |7th| evard's black tentacles, watery sphere| |9th| maelstrom, cone of cold|
Land's Stride Starting at 6th level, moving through nonmagical difficult terrain costs
you and allies within 10 feet of you
no extra movement.
You and allies within 10 feet of 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 as those created by the entangle spell.
Nature's Ward
When you reach 10th level, your connection to your environment is so deep it's effects cannot harm you.
***Artic.*** You gain resistance to cold damage and are immune to Extreme Cold.
***Coast.*** You gain resistance to Lightning damage and 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 and are immune to Extreme Heat.
***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, you also get the ability to cast Tree Stride without expending a spell slot once per long rest.
***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. You also get the ability to cast Gust of Wind without expending a spell slot once per long rest.
***Mountain.*** You are are immune to Extreme Cold and 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 and acid damage.
***Underdark.*** You gain Darkvision up to 90 feet.
The Way Home
Starting at level 14, you have reach a level of attunement to nature so great that no matter where you are, you can always return to the places you called home. You gain the ability to use Word of Recall once per long rest without expending a spell slot.