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.
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.
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
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.
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.
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.
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.
| Druid Level | Circle Spells |
|---|---|
| 3rd | Hold Person, Snowball Storm |
| 5th | Sleet Storm, Slow |
| 7th | Freedom of Movement, Ice Storm |
| 9th | Commune With Nature, Cone of Cold |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Mirror Image, Misty Step |
| 5th | Tidal Wave, Water Breathing |
| 7th | Control Water, Watery Sphere |
| 9th | Maelstrom, Scrying |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Blur, Dust Devil |
| 5th | Create Food and Water, Wall of Sand |
| 7th | Blight, Hallucinatory Terrain |
| 9th | Insect Plague, Wall of Stone |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Pass Without Trace, Summon Beast |
| 5th | Plant Growth, Speak With Plants |
| 7th | Freedom of Movement, Fungal Infection |
| 9th | Commune With Nature, Tree Stride |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Invisibility, Pass Without Trace |
| 5th | Daylight, Haste |
| 7th | Divination, Freedom of Movement |
| 9th | Dream, Insect Plague |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Gust of Wind, Earthen Grasp |
| 5th | Erupting Earth, Meld Into Stone |
| 7th | Stone Shape, Storm Sphere |
| 9th | Cyclone, Wall of Stone |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Acid Arrow, Ray of Enfeeblement |
| 5th | Water Walk, Stinking Cloud |
| 7th | Giant Insect, Vitriolic Sphere |
| 9th | Insect Plague, Contagion |
| Druid Level | Circle Spells |
|---|---|
| 3rd | Spider Climb, Web |
| 5th | Gaseous Form, Stinking Cloud |
| 7th | Greater Invisibility, Stoneskin |
| 9th | Cloudkill, Insect Plague |
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