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Circle of the Land

Subclasses

SRD text, CC-BY 4.0

Druid subclass · 2014 rules

Features

2nd Level

Bonus Cantrip

Text for this feature arrives as Convoke’s rewrite lands.

Circle of the Land

SRD text, CC-BY 4.0

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

Natural Recovery

Circle Spells

Circle Spells

Text for this feature arrives as Convoke’s rewrite lands.

Natural Recovery

SRD text, CC-BY 4.0

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.

6th Level

Land's Stride

Text for this feature arrives as Convoke’s rewrite lands.

10th Level

Nature's Ward

SRD text, CC-BY 4.0

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

14th Level

Nature's Sanctuary

SRD text, CC-BY 4.0

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.

Subclass Spells

3rd Level

Arctic: Hold Person, Spike Growth

Coast: Mirror Image, Misty Step

Desert: Blur, Silence

Forest: Barkskin, Spider Climb

Grassland: Invisibility, Pass Without Trace

Mountain: Spider Climb, Spike Growth

Swamp: Darkness, Acid Arrow

Underdark: Spider Climb, Web

5th Level

Arctic: Sleet Storm, Slow

Coast: Water Breathing, Water Walk

Desert: Create Food and Water, Protection from Energy

Forest: Call Lightning, Plant Growth

Grassland: Daylight, Haste

Mountain: Lightning Bolt, Meld Into Stone

Swamp: Stinking Cloud, Water Walk

Underdark: Gaseous Form, Stinking Cloud

7th Level

Arctic: Freedom of Movement, Ice Storm

Coast: Control Water, Freedom of Movement

Desert: Blight, Hallucinatory Terrain

Forest: Divination, Freedom of Movement

Grassland: Divination, Freedom of Movement

Mountain: Stone Shape, Stoneskin

Swamp: Freedom of Movement, Locate Creature

Underdark: Greater Invisibility, Stone Shape

9th Level

Arctic: Commune with Nature, Cone of Cold

Coast: Conjure Elemental, Scrying

Desert: Insect Plague, Wall of Stone

Forest: Commune with Nature, Tree Stride

Grassland: Dream, Insect Plague

Mountain: Passwall, Wall of Stone

Swamp: Insect Plague, Scrying

Underdark: Cloudkill, Insect Plague

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