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

2nd-Level Druid (Circle of the Land) Feature   You 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) Feature   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

2nd-Level Druid (Circle of the Land) Feature   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.

Arctic Spells

Druid LevelSpells
2ndIce Knife
3rdHold Person
5thSleet Storm
7thIce Storm
9thCone of Cold
11thWall of Ice
13thSequester
15thMaze
17thSoul of the Arctic

Coast Spells

Druid LevelSpells
2ndFog Cloud
3rdMirror Image
5thWater Breathing
7thControl Water
9thConjure Elemental (water only)
11thWall of Water
13thMaelstrom
15thTsunami
17thSoul of the Coast

Desert Spells

Druid LevelSpells
2ndCreate or Destroy Water
3rdBlur
5thCreate Food and Water
7thHallucinatory Terrain
9thInsect Plague
11thWall of Sand
13thMirage Arcane
15thSunburst
17thSoul of the Desert

Forest Spells

Druid LevelSpells
2ndEntangle
3rdBarkskin
5thPlant Growth
7thFreedom of Movement
9thTree Stride
11thWall of Thorns
13thRegenerate
15thStorm of Vengeance
17thSoul of the Forest

Grassland Spells

Druid LevelSpells
2ndLongstrider
3rdInvisibility
5thHaste
7thFreedom of Movement
9thDream
11thWind Wall
13thControl Winds
15thWhirlwind
17thSoul of the Grassland

Mountain Spells

Druid LevelSpells
2ndEarth Tremor
3rdSpike Growth
5thMeld into Stone
7thStone Shape
9thWall of Stone
11thBones of the Earth
13thReverse Gravity
15thEarthquake
17thSoul of the Mountain

Swamp Spells

Druid LevelSpells
2ndRay of Sickness
3rdAcid Arrow
5thStinking Cloud
7thLocate Creature
9thInsect Plague
11thCloudkill
13thEtherealness
15thCreeping Doom
17thSoul of the Swamp

Underdark Spells

Druid LevelSpells
2ndDetect Poison and Disease
3rdWeb
5thGaseous Form
7thGreater Invisibility
9thCloudkill
11thProgrammed Illusion
13thSequester
15thFeeblemind
17thSoul of the Underdark
 

Land's Stride

6th-Level Druid (Circle of the Land) Feature   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.

Nature's Ward

10th-Level Druid (Circle of the Land) Feature   You 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) Feature   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.

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