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Land

Land

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


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 cave - 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.


Level 2 Features:


Bonus Cantrip.


When you choose this circle at 2nd level, 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.


Level 6 Feature:


Natural Adaptation.


At 6th level, you are unaffected by non-magical difficult terrain as long as you are in the land you chose for your Circle Spells feature. You also gain another benefit depending on the land you chose.
Arctic: You have resistance to cold damage.
Coast: You gain a swim speed equal to your walking speed and can breath underwater. If you already had a swim speed, your swim speed increases by 30 ft.
Desert: You have resistance to fire damage.
Forest: You gain proficiency with the Perception skill and learn an additional 2 druid cantrips of your choice.
Grassland: Your walking speed increases by 10 feet and you have advantage on ability checks and saving throws against the effects that would reduce your speed, or cause you to become grappled or restrained.
Mountain: You gain a climbing speed equal to your walking speed and may cast feather fall on yourself once per short or long rest without expending a spell slot. If you already had a climbing speed, your climbing speed increases by 30 ft. Additionally, you are adapted to high altitudes if you weren't already.
Swamp: You are immune to disease, have advantage on saving throws against poison, and have resistance to poison damage. If you are already resistant to poison damage, you are now immune.
Cave: You gain 60 ft. of Darkvision if you didn't have it already, and your darkvision can see through magical darkness.


Level 10 Feature:


Beast of the Land.


Beginning at 10th level, you may cast your Circle Spells while Wild Shaped and they don't require verbal or somatic components.
At 18th level, when you gain the Beast Spells feature, you may cast your second level Circle Spells at their lowest level without expending a spell slot or requiring material components.


Level 14 Feature:


One With The Earth.


At 14th level, your connection to the land becomes intrinsic and you may change its form freely. At the end of a long rest, you may change the land you are attuned to, granting the following benefits:
-Your list of Circle Spells changes to that of the land you are attuned to
-You gain the Natural Adaptation associated with the land you are attuned to
-Your Beast of the Land feature uses the Circle Spells of the land you are attuned to.


Circle Spell Lists.


Artic.


Druid LevelCircle Spells
3rdHold Person, Snowball Storm
5thSleet Storm, Slow
7thFreedom of Movement, Ice Storm
9thCommune With Nature, Cone of Cold

Coast.


Druid LevelCircle Spells
3rdMirror Image, Misty Step
5thTidal Wave, Water Breathing
7thControl Water, Watery Sphere
9thMaelstrom, Scrying

Desert.


Druid LevelCircle Spells
3rdBlur, Dust Devil
5thCreate Food and Water, Wall of Sand
7thBlight, Hallucinatory Terrain
9thInsect Plague, Wall of Stone

Forest.


Druid LevelCircle Spells
3rdPass Without Trace, Summon Beast
5thPlant Growth, Speak With Plants
7thFreedom of Movement, Fungal Infection
9thCommune With Nature, Tree Stride

Grassland.


Druid LevelCircle Spells
3rdInvisibility, Pass Without Trace
5thDaylight, Haste
7thDivination, Freedom of Movement
9thDream, Insect Plague

Mountain.


Druid LevelCircle Spells
3rdGust of Wind, Earthen Grasp
5thErupting Earth, Meld Into Stone
7thStone Shape, Storm Sphere
9thCyclone, Wall of Stone

Swamp.


Druid LevelCircle Spells
3rdAcid Arrow, Ray of Enfeeblement
5thWater Walk, Stinking Cloud
7thGiant Insect, Vitriolic Sphere
9thInsect Plague, Contagion

Cave.


Druid LevelCircle Spells
3rdSpider Climb, Web
5thGaseous Form, Stinking Cloud
7thGreater Invisibility, Stoneskin
9thCloudkill, Insect Plague



 

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