Base Class: Druid
Update to the Circle of the Land Druid subclass.
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.
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 Underdark — 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.
Arctic
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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|
7th |
|
|
9th |
Coast
| Druid Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
7th |
|
|
9th |
Desert
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Forest
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Grassland
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Mountain
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Swamp
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Underdark
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Earth's Tether
Starting at 6th level, you gain a brief respite while residing in your chosen connected land. Whenever you finish a long rest in a location that is connected to your chosen land, you gain temporary hit points equal to your Wisdom modifier plus your level in this class.
In addition, you have advantage on saving throws against effects that restrict your movement.
Earth's Stability
When you reach 10th level, you grow stauncher in the face of the elements. You have advantage on saving throws to maintain concentration while you are in a location connected to your chosen land.
You also become immune to poison and disease.
Earth's Power
When you reach 14th level, your connection to your chosen land never falters. You gain all features from Earth's Tether and Earth's Stability regardless of where you are currently located.
Also, whenever you succeed on a saving throw to maintain concentration on a druid spell, you can use your reaction to cast a druid spell with a casting time of either 1 action or 1 bonus action.
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