Showing0entries
Sorted A-Z
Subclasses

Circle of the Land

Druid subclass tied to a chosen terrain type (arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark). At level 2, gain a bonus cantrip, Natural Recovery to restor...

Granted Features
Automatic:
After each Long Rest, choose one land type (arid, polar, temperate, or tropical) and gain that circle's spell list prepared up to your Druid level. Arid grants Blur, Burning Hands, Fire Bolt (level 3), Fireball (5), Blight (7), Wall of Stone (9); Polar grants Fog Cloud, Hold Person, Ray of Frost (3), Sleet Storm (5), Ice Storm (7), Cone of Cold (9); Temperate grants Misty Step, Shocking Grasp, Sleep (3), Lightning Bolt (5), Freedom of Movement (7), Tree Stride (9);
Expend a Wild Shape use as a Magic action to conjure a 10-foot-radius sphere within 60 feet. Creatures in the sphere make Constitution saves against your spell save DC, taking 2d6 necrotic damage on failure or half on success; one creature of your choice regains 2d6 Hit Points. Damage and healing scale to 3d6 at druid level 10 and 4d6 at level 14. Search fit: selective area necrotic damage, healing from Wild Shape resource, Constitution save damage scaling.

Circle of the Land (Druid)

Druids of the Circle of the Land draw power from a specific terrain, becoming conduits for nature's ancient magic.

Chosen at: Level 2

Level 2 — Bonus Cantrip: Learn one additional druid cantrip.

Level 2 — Natural Recovery: After a short rest, recover expended spell slots with combined levels up to half your Druid level (rounded up). Maximum slot level 5. Once per long rest.

Level 2 — Circle Spells: Choose a terrain type (arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark). Gain a list of always-prepared bonus spells tied to that terrain.

Level 6 — Land's Stride: Moving through nonmagical difficult terrain costs no extra movement. Pass through nonmagical plants without damage or being hindered. Advantage on saves against magically created plants.

Level 10 — Nature's Ward: Immune to poison, disease, and charm/fear from elementals and fey.

Level 14 — Nature's Sanctuary: Beasts and plants must make a Wisdom save to attack you.