Circle of the Land

Celebrate Connection to the Natural World

Revised by Gabe Grimoire
The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.

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Anathema of the Land

Level 3 feature   The following act is considered anathema for you, in addition to those detailed in the Druid’s Anathema feature.
  • Disregarding the despoiling of natural places.
   

Circle Spells

Level 3 feature   Whenever you finish a Long Rest, choose one type of land: arid, polar, subterranean, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.  
Arid Land
Druid Level
Circle Spells
3
Blur, Burning Hands, Fire Bolt
5
Fireball
7
Blight
9
Wall of Stone
 
Polar Land
Druid Level
Circle Spells
3
Fog Cloud, Hold Person, Ray of Frost
5
Sleet Storm
7
Ice Storm
9
Cone of Cold
 
Subterranean Land
Druid Level
Circle Spells
3
Chill Touch, Longstrider, Spider Climb
5
Gaseous Form
7
Blight
9
Temperate Land
Druid Level
Circle Spells
3
Misty Step, Shocking Grasp, Sleep
5
Lightning Bolt
7
Freedom of Movement
9
Tree Stride
 
Tropical Land
Druid Level
Circle Spells
3
Acid Splash, Ray of Sickness, Web
5
Stinking Cloud
7
Polymorph
9
Insect Plague
   

Land's Aid

Level 3 feature   As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a momenet in a 10-foot radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution Saving Throw against your Spell Save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.   The damage and healing increases by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).  
 

Natural Recovery

Level 6 feature   You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a Spell Slot, and you must finish a Long Rest before you can do so again.   In addition, when you finish a Short Rest, you can 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 them can be level 6+. Once you recover Spell Slots with this feature, you can't do so again until you finish a Long Rest.  
 

Nature's Ward

Level 10 feature   You are Immune to the Poisoned condition, and you have Resistance to a Damage Type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.  
Nature's Ward
Land Type
Resistance
Arid
Fire
Polar
Cold
Subterranean
Poison
Temperate
Lightning
Tropical
Poison
 
 

Nature's Sanctuary

Level 14 feature   As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your Allies have Half Cover while in that area, and your Allies gain the current Resistance of your Nature's Ward while there.   As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.