Druid

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Circle of the Land Druid

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.

Circle of the Land Druid Class Features

As a Circle of the Land Druid, you gain the following class features when you reach the specified Druid levels.

Level 3: Circle of the Land Spells

Whenever you finish a Long Rest, choose one type of land: arid, polar, 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 Spells

Druid LevelCircle Spells
3Blur, Burning Hands, Fire Bolt
5Fireball
7Blight
9Wall of Stone

Polar Land Spells

Druid LevelCircle Spell
3Fog Cloud, Hold Person, Ray of Frost
5Sleet Storm
7Ice Storm
9Cone of Cold

Temperate Land Spells

Druid LevelCircle Spells
3Misty Step, Shocking Grasp, Sleep
5Lightning Bolt
7Freedom of Movement
9Tree Stride

Tropical Land Spells

Druid LevelCircle Spells
3Acid Splash, Ray of Sickness, Web
5Stinking Cloud
7Polymorph
9Insect Plague

Level 3: Land’s Aid

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 moment 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 increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

Level 6: Natural Recovery

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 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 (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

Level 10: Nature’s Ward

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 TypeResistance
AridFire
PolarCold
TemperateLightning
TropicalPoison

Level 14: Nature’s Sanctuary

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.

Circle of the Land Spells

As a Circle of the Land Druid, you gain the following spells.

Acid Splash

PHB

Fire Bolt

PHB

Ray of Frost

PHB

Shocking Grasp

PHB

Burning Hands

PHB

Fog Cloud

PHB

Ray of Sickness

PHB

Sleep

PHB

Blur

PHB

Hold Person

PHB

Misty Step

PHB

Web

PHB

Fireball

PHB

Lightning Bolt

PHB

Sleet Storm

PHB

Stinking Cloud

PHB

Blight

PHB

Freedom of Movement

PHB

Ice Storm

PHB

Polymorph

PHB

Cone of Cold

PHB

Insect Plague

PHB

Tree Stride

PHB

Wall of Stone

PHB
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