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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. A member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.    

Natural Recovery

Starting at 2nd level, 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

Your connection with the circle grants you the power to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to natural flame. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Arctic

Level Spell
3rd Ice Knife, Frost Fingers
5th Hold Person, Spike Growth
7th Sleet Storm, Slow
9th Freedom of Movement, Ice Storm

Coast

Level Spell
3rd Cure Wounds, Fog Cloud
5th Mirror Image, Misty Step
7th Water Breathing, Water Walk
9th Control Water, Freedom of Movement

Desert

Level Spell
3rd Goodberry, Purify Food and Drink
5th Blur, Silence
7th Create Food and Water, Protection from Energy
9th Blight, Hallucinatory Terrain

Forest

Level Spell
3rd Entangle, Speak with Animals
5th Barkskin, Spider Climb
7th Call Lightning, Plant Growth
9th Divination, Freedom of Movement

Grassland

Level Spell
3rd Longstrider, Sleep
5th Invisibility, Pass Without Trace
7th Daylight, Haste
9th Divination, Freedom of Movement

Mountain

Level Spell
3rd Earth Tremor, Jump
5th Spider Climb, Spike Growth
7th Lightning Bolt, Meld into Stone
9th Stone Shape, Stoneskin

Swamp

Level Spell
3rd Ensnaring Strike, Fog Cloud
5th Darkness, Melf's Acid Arrow
7th Water Walk, Stinking Cloud
9th Freedom of Movement, Locate Creature

Underdark

Level Spell
3rd Create or Destroy Water, Faerie Fire
5th Spider Climb, Web
7th Gaseous Form, Stinking Cloud
9th Greater Invisibility, Stone Shape

Land's Stride

Starting at 6th level, 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

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.    

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast 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.


Created by

Lord Mcberry.

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Feat

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