Circle of the Land
Subclasses
Druid subclass · 2014 rules
Features
2nd Level
Bonus Cantrip
Text for this feature arrives as Convoke’s rewrite lands.
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
Natural Recovery
Circle Spells
Circle Spells
Text for this feature arrives as Convoke’s rewrite lands.
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.
6th Level
Land's Stride
Text for this feature arrives as Convoke’s rewrite lands.
10th Level
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.
14th Level
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.
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