Druid: 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

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.


Level     Spells
3rd        hold personspike growth
5th        sleet stormslow
7th        freedom of movementice storm
9th        commune with naturecone of cold


Level      Spells
3rd         mirror imagemisty step
5th         water breathingwater walk
7th         control waterfreedom of movement
9th         conjure elementalscrying


Level      Spells
3rd         blursilence
5th         create food and waterprotection from energy
7th         blighthallucinatory terrain
9th         insect plaguewall of stone


Level      Spells
3rd         barkskinspider climb
5th         call lightningplant growth
7th         divinationfreedom of movement
9th         commune with naturetree stride


Level      Spells
3rd         invisibilitypass without trace
5th         daylighthaste
7th         divinationfreedom of movement
9th         dreaminsect plague


Level      Spells
3rd         spider climbspike growth
5th         lightning boltmeld into stone
7th         stone shapestoneskin
9th         passwallwall of stone


Level       Spells
3rd         darknessacid arrow
5th         water walkstinking cloud
7th         freedom of movementlocate creature
9th         insect plaguescrying


Level      Spells
3rd         spider climbweb
5th         gaseous formstinking cloud
7th         greater invisibilitystone shape
9th         cloudkillinsect plague

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.

Land’s 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.