Base Class: Druid
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. While most gain their power from the natural realm, some believe the footprint left by by the humanoid species is simply a further manifestation of nature.
Additional Cantrip
When you reach 2nd level, you may choose an additional druid cantrip and learn it.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by meditating and communing with the world around you. During a short rest, you may 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.
Circle Spells
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
gaseous form, haste |
|
7th |
|
|
9th |
Land Stride
Starting at 6th level, 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.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature's Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. 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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