TLC’s D&D 5E Homebrew: Druid of the Land Variant

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

D&D Druid of the Land Variant:

In recently discussing level 20 features for various classes I noticed something interesting. The Druid features heavily benefits one subclass of druid over the other as one has many upgrades to their Beastshape while the other does not. So I set out to try and come up with one more fitting for the Druid of the Land archetype. I ended up replacing the beast shape entirely for Druid of the Land in the form of a feature known as “Spirit Animal.” WHICH works out perfectly as you choose your subclass the same time your acquire beast shape. Alright lemme know what you think @STGHazard.

"Keres" by Tachit

“Keres” by Tachit

Spirit Animal:

At 2nd, you are imbued with this essence of a beast native to your land. This beast is reflected in apparel in some manner: Your druidic focus could be a totem, you could bear tattoos, wear clothing, or even share physical traits with that of the beast.

These spirits grant your certain perks.

Arctic: White Wolf

Keen Hearing and Smell: You have advantage on Wisdom(Perception) checks that rely on hearing or smell.
Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is withing 5 feet of the creature and isn’t incapacitated.

Coast: Shark

Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is withing 5 feet of the creature and isn’t incapacitated.
Natural Swimmer: Your speed is not inhibited by swimming.

Desert: Snake

 Keen Smell: You have advantage on Wisdom(Perception) checks that rely on smell.
Camouflage: You have advantage on stealth checks when not moving.

Forest: Brown Bear

Keen Smell: You have advantage on Wisdom(Perception) checks that rely on smell.
Sturdy: +1 to Constitution

Grassland: Eagle

Keen Sight: You have advantage on Wisdom(Perception) checks that rely on sight.
Minor Slowfall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to two times your druid level.

Mountain: Ram

Sure Footed: You have advantage on Strength and Dexterity saves made vs effect that would knock you prone.
Charge: If you move at least 20 feet straight toward a target and and land the attack the target takes an extra 2d4 bludgeoning damage. It must succeed on a DC(8+Prof+STR) Strength saving throw or be knocked prone.

Swamp: Crocodile

Camouflage: You have advantage on Dexterity(Stealth) checks while not moving.
Hold Breath: You can hold your breath for 30 minutes.

Underdark: Bat

Blindsight 30ft: As an action, you use your superior hearing to sense targets within 30 feet of you. You can use it again after you finish a short rest.
Keen Hearing: You have advantage on Wisdom(Perception) checks that rely on hearing.

“Forest 2” by Edli

Spirit Animal Improvements:

4th:

At 4th level, you always have Animal Messenger prepared, and it doesn’t count against the number of spells you can prepare each day. You can cast this spell even if no beasts are around. A spiritual manifestation of your totem beast will appear and complete the task.

8th:

At 8th level, you always have Conjure Woodland Beings prepared, and it doesn’t count against the number of spells you can prepare each day. You are allowed to summon beasts of the same species as your spirit animal. The beast you summon bears is considered a fey and bears signs of its spiritual essence.

The creatures summoned have increased max hp equal to your druid level and has a bonus to Attack equal to your wisdom modifier.

“Meditation IV” by Esee

Druidic Seer:

At 18th level, When you are located in an environment similar to the land where you became a druid you can cast Commune with Nature as an action at will.

One With The Land:

At 20th level, when you are located in an environment similar to the land where you became a druid you can cast a 9th level spell without expending a spell slot. Adding an additional 1 hour to the casting time.

You can use this again after finishing a long rest.

Cover Image by DarkKenjie