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Spirit of the Land Patron (Druids)
Spirits of the Land patrons have different bonus spells, depending on terrain, but have similar powers as they increase in level. While druids can seem very powerful, they are somewhat limited by their environment; most of their power is manifest when on their guarded lands.
Granted Powers:
1 Instead of Warlock spells, those with the Spirit of the Land patron choose their spells known from the Druid list, or from those available to druids of their terrain. On their guarded lands, they ignore difficult terrain and have advantage on Perception, Stealth, and Survival checks.
6 While on their Guarded Lands, the Druid requires no food or water. While on their Guarded Lands, they may turn invisible for a number of minutes per short rest equal to their proficiency bonus. This must be taken in one minute intervals. On their Guarded Lands, they may expend a spell slot to use any ritual spell available to druids as a ritual, regardless of whether they know the spell or not, subject to their maximum spell level.
10 While on their Guarded Lands, Druids may cast any spell on the Druid spell list, and the list of their bonus spells by terrain, regardless of whether they know that spell or not. This includes the ability to use all druid rituals as ritual magic; they no longer need expend a spell slot for druid rituals while on their guarded lands. At 10th level, a druid's Time of Wandering is done; they must spend half of their time on their guarded lands.
14 A druid on their guarded lands no longer needs sleep, and gains all of the benefits of a long rest with only one hour of rest.
(Note: I can see you now, and you're saying "WHAT THE HECK?" because these are insanely powerful. They are. If they are on their guarded lands. If not on their guarded lands, the only patron ability they have is "completely replace warlock list with druid list".)
(If the spells are listed 1st, 2nd, 3rd, 4th, 5th, then they have been updated from the cut and paste; if 3rd, 5th, 7th, 9th, they have not been)
Terrain Spells:
Boulder Fields
1st Catapult, Unseen Servant
2nd spider climb, Maximilian's Earthen Grasp
3rd Melf's Minute Meteors, Tiny Servant
4th dimension door, Guardian of Faith
5th hold monster, passwall
Forest
1st false life, sleep
2nd spider climb, web
3rd life transferrence, slow
4th Guardian of Faith, greater invisibility
5th Creation, Hold Monster
Mountains
1st Armor of Agathys, catapult
2nd Maximilian's Earthen Grasp, spider climb
3rd fly, lightning bolt
4th Guardian of Faith, Storm Sphere
5th far step, passwall
Rocky Badlands
1st Catapult, Expeditious Retreat
2nd misty step, web
3rd slow, tiny servant
4th Guardian of Faith, Sickening Radiance
5th Dawn, Mislead
Salt Flats
1st color spray, silent image
2nd blindness/deafness, Phantasmal force
3rd fear, wall of sand (salt)
4th Guardian of Faith, Sickening Radiance
5th cloudkill, wall of light
Sandy Wastes
1st Burning Hands, Expeditious Retreat
2nd blindness/deafness, blur
3rd Hypnotic Pattern, Wall of Sand
4th Greater Invisibility, Guardian of Faith
5th Dawn, Wall of Light
Scrub Plains
1st false life, ray of sickness
2nd invisibility, pyrotechnics
3rd beacon of hope, haste
4th fabricate, guardian of faith
5th dream, Mislead
Silt Sea
1st feather fall, sleep
2nd levitate, misty step
3rd fly, stinking cloud
4th Dimension Door, Guardian of Faith
5th Cloudkill, enervation
Stony Barrens
1st catapult, sleep
2nd spider climb, Maximilian's Earth Grasp
3rd lightning bolt, slow
4th Guardian of Faith, Storm Sphere
5th hold monster, telekinesis
Verdant Belt
1st False Life, Sleep
2nd calm emotions, pyrotechnics
3rd beacon of hope, haste
4th fabricate, guardians of faith
5th dream, hold monster
Invocations:
Beasts of the Land
Prerequisite: Spirit of the Land Patron, 2nd level
Once per day, you may make use of the Druid's Wild Shape ability (PH, p 64) to turn into a beast native to your guarded lands, subject to the other restrictions of wild shape (qv the maximum CR, no flying speed until level 8, etc). The transformation lasts one hour per level, though you may end it as a bonus action.
Book of Flesh
Prerequisite: Pact of the Tome
You gain proficiency with tattooist needles. Upon acquiring this invocation, your Book of Shadows is merged into your flesh, rewriting itself as tattoos on your skin, and preventing it from being lost. These tattoos describe what your Book of Shadows contained, and serve as your Book of Shadows until you replace this invocation. These tattoos are not necessarily written in words; they may be pictures appropriate to your patron. All invocations adding abilities to your Book of Shadows will also add these abilities to your Book of Flesh, but must be tattoo'd on your flesh (you may do this yourself, if you have tattooist needles and appropriate ink). Invocations which require names to be written into your Book of Shadows may be replaced with someone touching that tattoo with intent and your consent.
Healer's Touch
As a bonus action, you may touch a willing person. Your touch allows them to spend a Hit Die, adding your proficiency bonus to the number rolled as hit points regained.
Master of Forms
Prerequisites: Elemental or Spirit of the Land Patron, Form of the Elements or Beasts of the Land invocation.
You are more adept at changing forms. You may now use your ability to change shape (granted by the previous invocation) as a bonus action, and its use becomes once per short rest. Additionally, while transformed, you may use a bonus action to expend a spell slot, regaining 1d8 HP per level of the spell slot used.