Druid: Circle of the Land
Original Source: Player's Handbook
Circle of the Land Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. This connection grants you access to some spells when you reach certain levels in this class. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.
Once you gain access to one of these spells, 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.
Table: Arctic Spells
Druid Level | Spells |
---|---|
2nd | armor of agathys, ice knife, ray of frost |
3rd | frost fingers, snowball swarm |
5th | slow, spirit shroud |
7th | cold storage, summon construct |
9th | cone of cold, hold monster |
Table: Coast Spells
Druid Level | Spells |
---|---|
2nd | color spray, expeditious retreat, minor illusion |
3rd | mirror image, misty step |
5th | gaseous form, sending |
7th | black tentacles, secret chest |
9th | far step, legend lore |
Table: Desert Spells
Druid Level | Spells |
---|---|
2nd | grease, minor illusion, major illusion |
3rd | blur, silence |
5th | create food and water, hypnotic pattern |
7th | phantasmal killer, private sanctum |
9th | mislead, seeming |
Table: Forest Spells
Druid Level | Spells |
---|---|
2nd | ensnaring strike, hunter's mark, message |
3rd | mischief, spider climb |
5th | magic circle, sending |
7th | aura of life, banishment |
9th | borrowed knowledge, dispel evil and good |
Table: Grassland Spells
Druid Level | Spells |
---|---|
2nd | expeditious retreat, gust, zephyr strike |
3rd | find steed, invisibility |
5th | fly, haste |
7th | find greater steed, greater invisibility |
9th | dream, mislead |
Table: Mountain Spells
Druid Level | Spells |
---|---|
2nd | jolt, shield of faith, witch bolt |
3rd | earthen grasp, spider climb |
5th | lightning bolt, tiny hut |
7th | resilient sphere, storm sphere |
9th | arcane hand, passwall |
Table: Swamp Spells
Druid Level | Spells |
---|---|
2nd | acid splash, acid stream, ray of sickness |
3rd | darkness, acid arrow |
5th | gaseous form, stinking cloud |
7th | aura of purity, vitriolic sphere |
9th | cloudkill, conjure creature |
Table: Underdark Spells
Druid Level | Spells |
---|---|
2nd | cause fear, mind sliver, ray of sickness |
3rd | spider climb, web |
5th | gaseous form, stinking cloud |
7th | dimension door, greater invisibility |
9th | cloudkill, passwall |
Mysteries of Nature
At 2nd level, your exploration of the depths of the woad has opened unexpected pathways before you. You learn an additional Secret of Nature.
At 6th level, you learn an additional Secret of Nature, and whenever you learn a new druid Secret of Nature or replace an existing one, you can choose from Cleric Signs of Faith or Ranger Exploration Knacks. Your Druid levels count as Cleric or Ranger levels for the purpose of fulfilling prerequisites.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. Once per day when you finish a short rest, you may recover mana equal to half your Druid levels, rounded up.
Nature's Ward
When you reach 10th level, you can't be charmed or frightened, and you are immune to disease. Additionally, you gain resistance to a damage type. This damage type depends on the terrain you chose at 2nd level.
Table: Terrain Resistance
Terrain | Resistance |
---|---|
Arctic | Cold |
Coast, Forest, Mountain | Lightning |
Desert, Grassland | Fire |
Swamp | Acid |
Underdark | Psychic |
Additionally, you have advantage on ability checks and saving throws made to navigate and avoid dangers within the terrain you chose at 2nd level.
Nature's Sanctuary
14th-level Circle of the Land feature
Nature can rise up to protect you and your allies. 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 ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition. You and your allies have Half Cover while in that area, and your allies gain the damage 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.