Circle of the Land
Celebrate Connection to the Natural World
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.
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 |