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. 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 advisers 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 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.
Knowledge of the Land
Choose the Land where you were initiated into the circle’s mysterious rites.
When you make an Intelligence or Wisdom check related to the Land you choose, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
The Land of your choice will also grant you extra spells. These spells are considered druid spells for you. They are always prepared and do not count against your prepared spells.
Arctic
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Coast
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Desert
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Forest
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Grassland
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Mountain
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Swamp
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Underdark
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Circle Spells
You get additional spells at levels 3, 5, 7 and 9 according to the Land Circle you chose on level 2.
Nature's Bastion
Starting at level 6, when you cast a concentration spell, you can expend one use of Wild Shape and activate Nature's Bastion to grant extra stability to your spell. The first time you fail a concentration check on this spell you instead maintain it, and Nature's Bastion fades.
If you dismiss the spell before this ability is triggered, you do not get a use of Wild Shape back and Nature's Bastion ends.
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 Guidance
At 14th level, the Land that you are connected with can provide you with its own senses and guides your magic through itself to assist you in facing unseen enemies. Your spells will bend and twist, searching for their targets, guided by the nature itself.
When you cast a spell using your Wisdom ability score against a creature that you can't see in the land you chose as part of Knowledge of the Land feature, then if you are not blinded or deafened and the target of your spell is not hidden from you, you gain the following benefit:
- if the spell requires you to see the target, you can ignore that requirement
- if the target is behind total cover and you are aware that it is there, you can still target them with spells even if they require a direct line of sight
Previous Versions
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8/17/2020 7:10:36 PM
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