Circle of the Land - Alternate
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.
You learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
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.
Your mystical connection to the land infuses you with a connection to natural magic. Choose the land in which you became a druid—Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Underdark. You always have the following spells prepared based on your choice, and they don't count against the number of spells you can prepare each day. If a spell does not appear on the Druid spell list, it is nonetheless a Druid spell for you.
Moving through nonmagical difficult terrain costs you no extra movement. 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.
You can't be Charmed or Frightened by Elementals or Fey, and you are immune to Poison and disease.
Creatures of the natural world sense your connection to nature and become hesitant to attack you. When an Animal or Plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Bonus Cantrip
2nd-Level Druid (Circle of the Land) FeatureYou learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Natural Recovery
2nd-Level Druid (Circle of the land) FeatureYou 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
2nd-Level Druid (Circle of the Land) FeatureYour mystical connection to the land infuses you with a connection to natural magic. Choose the land in which you became a druid—Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Underdark. You always have the following spells prepared based on your choice, and they don't count against the number of spells you can prepare each day. If a spell does not appear on the Druid spell list, it is nonetheless a Druid spell for you.
Arctic Spells
| Druid Level | Spells |
|---|---|
| 2nd | Ice Knife |
| 3rd | Hold Person |
| 5th | Sleet Storm |
| 7th | Ice Storm |
| 9th | Cone of Cold |
| 11th | Wall of Ice |
| 13th | Sequester |
| 15th | Maze |
| 17th | Soul of the Arctic |
Coast Spells
| Druid Level | Spells |
|---|---|
| 2nd | Fog Cloud |
| 3rd | Mirror Image |
| 5th | Water Breathing |
| 7th | Control Water |
| 9th | Conjure Elemental (water only) |
| 11th | Wall of Water |
| 13th | Maelstrom |
| 15th | Tsunami |
| 17th | Soul of the Coast |
Desert Spells
| Druid Level | Spells |
|---|---|
| 2nd | Create or Destroy Water |
| 3rd | Blur |
| 5th | Create Food and Water |
| 7th | Hallucinatory Terrain |
| 9th | Insect Plague |
| 11th | Wall of Sand |
| 13th | Mirage Arcane |
| 15th | Sunburst |
| 17th | Soul of the Desert |
Forest Spells
| Druid Level | Spells |
|---|---|
| 2nd | Entangle |
| 3rd | Barkskin |
| 5th | Plant Growth |
| 7th | Freedom of Movement |
| 9th | Tree Stride |
| 11th | Wall of Thorns |
| 13th | Regenerate |
| 15th | Storm of Vengeance |
| 17th | Soul of the Forest |
Grassland Spells
| Druid Level | Spells |
|---|---|
| 2nd | Longstrider |
| 3rd | Invisibility |
| 5th | Haste |
| 7th | Freedom of Movement |
| 9th | Dream |
| 11th | Wind Wall |
| 13th | Control Winds |
| 15th | Whirlwind |
| 17th | Soul of the Grassland |
Mountain Spells
| Druid Level | Spells |
|---|---|
| 2nd | Earth Tremor |
| 3rd | Spike Growth |
| 5th | Meld into Stone |
| 7th | Stone Shape |
| 9th | Wall of Stone |
| 11th | Bones of the Earth |
| 13th | Reverse Gravity |
| 15th | Earthquake |
| 17th | Soul of the Mountain |
Swamp Spells
| Druid Level | Spells |
|---|---|
| 2nd | Ray of Sickness |
| 3rd | Acid Arrow |
| 5th | Stinking Cloud |
| 7th | Locate Creature |
| 9th | Insect Plague |
| 11th | Cloudkill |
| 13th | Etherealness |
| 15th | Creeping Doom |
| 17th | Soul of the Swamp |
Underdark Spells
| Druid Level | Spells |
|---|---|
| 2nd | Detect Poison and Disease |
| 3rd | Web |
| 5th | Gaseous Form |
| 7th | Greater Invisibility |
| 9th | Cloudkill |
| 11th | Programmed Illusion |
| 13th | Sequester |
| 15th | Feeblemind |
| 17th | Soul of the Underdark |
Land's Stride
6th-Level Druid (Circle of the Land) FeatureMoving through nonmagical difficult terrain costs you no extra movement. 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
10th-Level Druid (Circle of the Land) FeatureYou can't be Charmed or Frightened by Elementals or Fey, and you are immune to Poison and disease.
Nature's Sanctuary
14th-Level Druid (Circle of the Land) FeatureCreatures of the natural world sense your connection to nature and become hesitant to attack you. When an Animal or Plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
