The Veilminders are a sect within the Riftcutter tribe of barbarians; a group of shamans who act as scouts, spies, and combat support for the interdimensional raiding that supports the tribe. They are similar to Druids of other planes, but rather than feeling a connection to a single plane and its nature, they see all planes as a single world, and draw their energy and power from the multiverse itself.
The primary role of the Veilminders is to probe the defenses of new targets on the raider’s agenda, looking for weak points and poorly defended ingresses into a realm. Additionally, they excel at bargaining with powerful creatures of the planes for intelligence and even assistance in combat. They also serve as a repository of knowledge, hoarding books, scrolls, and even tapestries that contain motes of planar lore. Their true agenda is to try and find hints of the name and sigil of their lost plane, the one that even the Riftcutters and Veilminders themselves have forgotten since its collapse and apparent erasure from the multiverse.
The class path of the Veilminder is not a traditional Druid “Circle” as such, but at the DM’s option, this path could be adapted as a subtype of Circle of the Land, with “Planar” substituted for a terrain type.
Like your Riftcutter compatriots, you are well-versed in the knowledge needed to navigate new planes. When you choose this path at at 2nd level, you gain proficiency in the Arcana and Investigation skills. You may also add your proficiency bonus to any check made to navigate between dimensions, such as with an Amulet of the Planes.
As the Circle of the Land feature.
Your ability to peer through the veil between the worlds manifests itself as additional spell knowledge. At 3rd, 5th, 7th, and 9th level you gain access to Veilminder spells. Once you gain access to a Veilminder spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Spells you gain that do not appear on the druid spell list are considered druid spells for you.
3rd – Augury, Misty Step
5th – Blink, Magic Circle
7th – Banishment, Conjure Minor Elementals
9th – Contact Other Plane, Planar Binding
Starting at 6th level, you and allies within 10 feet of you suffer no movement penalties due to strange planar environments such as abnormal gravity, shifting terrain, etc, and have advantage on all saving throws made against extreme environments. At 14th level, this benefit applies to you and all allies with 30 feet of you.
Inured to the Bizarre
You have built up mental defenses that allow you to face down strange or frightening circumstances. When you reach 10th level, if you fail an Intelligence, Wisdom, or Charisma saving throw, you may expend a druid spell slot of first level or higher as a reaction to re-roll that saving throw. Add a bonus to the second roll equal to the level of the druid spell you expended (maximum +5). You must keep the second result.
Lift the Veil
When you reach 14th level, you gain the ability to see all things as they truly are. You gain truesight out to a range of 30 feet.