Circle of Land
Hit Points
Hit Dice: d8 per Circle of Land level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid
Subclass Options
Bonus Cantrip
You learn one additional druid cantrip of your choice.
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 mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.
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.
Arctic
Druid Level |
Circle Spells |
3rd |
hold person, spike growth |
5th |
sleet storm, slow |
7th |
freedom of movement, ice storm |
9th |
commune with nature, cone of cold |
Coast
Druid Level |
Circle Spells |
3rd |
mirror image, misty step |
5th |
water breathing, water walk |
7th |
control water, freedom of movement |
9th |
conjure elemental, scrying |
Desert
Druid Level |
Circle Spells |
3rd |
blur, silence |
5th |
create food and water, protection from energy |
7th |
blight, hallucinatory terrain |
9th |
insect plague, wall of stone |
Forest
Druid Level |
Circle Spells |
3rd |
barkskin, spider climb |
5th |
call lightning, plant growth |
7th |
divination, freedom of movement |
9th |
commune with nature, tree stride |
Grassland
Druid Level |
Circle Spells |
3rd |
invisibility, pass without trace |
5th |
daylight, haste |
7th |
divination, freedom of movement |
9th |
dream, insect plague |
Mountian
Druid Level |
Circle Spells |
3rd |
spider climb, spike growth |
5th |
lightning bolt, meld into stone |
7th |
stone shape, stoneskin |
9th |
passwall, wall of stone |
Swamp
Druid Level |
Circle Spells |
3rd |
darkness, Melf's acid arrow |
5th |
water walk, stinking cloud |
7th |
freedom of movement, locate creature |
9th |
insect plague, scrying |
Underdark
Druid Level |
Circle Spells |
3rd |
spider climb, web |
5th |
gaseous form, stinking cloud |
7th |
greater invisibility, stone shape |
9th |
cloudkill, insect plague |
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 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.