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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.  

Bonus Cantrip

When you choose this circle at 2nd level, you learn one of the following cantrips: Fire Bolt, Ray of Frost, or Shocking Grasp. The cantrip of your choice counts as a druid cantrip for you.

Nature's Boon

Starting at 2nd level, you draw upon ancient rituals tied to the the power of the land itself. You can cast any druid ritual spell you are able to cast without having to prepare that spell.

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, or mountain 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.  
Druid Level Spells
3rd Hold Person, Shatter
5th Sleet Storm, Slow
7th Fire Shield, Ice Storm
9th Cone of Cold, Hold Monster
Druid Level Spells
3rd Mirror Image, Misty Step
5th Tidal Wave, Water Breathing
7th Control Water, Watery Sphere
9th Maelstrom, Scrying
Druid Level Spells
3rd Blur, Scorching Ray
5th Create Food and Water, Wall of Sand
7th Fire Shield, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Druid Level Spells
3rd Barkskin, Invisibility
5th Haste, Plant Growth
7th Divination, Guardian of Nature
9th Dream, Wrath of Nature
Druid Level Spells
3rd Earthen Grasp, Spider Climb
5th Lightning Bolt, Meld Into Stone
7th Stone Shape, Storm Sphere
9th Passwall, Wall of Stone

Natural Synergy

Starting at 6th level, you gain one of the following benefits based on your chosen circle. You retain these benefits while wild-shaped.   Arctic: You gain resistance to cold damage.   Coast: You gain a swim speed equal to your walking speed, and you can breathe underwater. If you already have a swim speed, it is increased by 30 feet.   Desert: You gain resistance to fire damage.   Forest: Your 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 have advantage on Strength (Athletics) checks and climbing doesn’t half your speed. If you already have a climb speed, it is instead increased by 30 feet.   Additionally, 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.   Lastly, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Potent Spellcasting

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip.

Nature's Sanctuary

When you reach 14th level, the land guards you from danger, as you further your role as its protector.   You are immune to poison and disease.   Additionally, 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.

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