SRD5:Circle of the Land: Difference between revisions

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<div class="notice">{{ambiguous|Circle of the Land}}</div>
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<div class="bctop">{{backto|{{SRD5|Druid}}}}</div>
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'''Circle of the Land''' is a subclass of the {{SRD5|Druid}} class in 5th edition.<br />
'''Circle of the Land''' is a subclass of the {{SRD5|Druid}} class in 5th edition.<br />
&nbsp;<br />
&nbsp;<br />
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|subclassType=Druid Circle <!-- Martial Archetype, Arcane Tradition, etc. -->
|subclassType=Druid Circle <!-- Martial Archetype, Arcane Tradition, etc. -->
|summary=This subclass draws power form the land. <!-- 1 or 2 line summary of subclass -->
|summary=This subclass draws power form the land. <!-- 1 or 2 line summary of subclass -->
|canon=true
|trait1name=Bonus Cantrip
|trait1name=Bonus Cantrip
|trait1desc=When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
|trait1desc=When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
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The creature is aware of this effect before it makes its attack against you.
The creature is aware of this effect before it makes its attack against you.
|desc=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.
|desc=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.
{{5e Subclass Feature Table
|name=Circle of the Land <!-- name of subclass -->
|class=Druid <!-- name of the class -->
|level2={{iplink|Bonus Cantrip}}, {{iplink|Natural Recovery}}
|level3={{iplink|Circle Spells}}
|level6={{iplink|Land's Stride}}
|level10={{iplink|Nature's Ward}}
|level14={{iplink|Nature's Sanctuary}}
}}
}}
}}


===Circle Spells Table===
===Circle Spells Table===
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Arctic  
!colspan="2"|Arctic  
{{!}}-
{{!}}-
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{{!}}}
{{!}}}
<br />
<br />
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Coast  
!colspan="2"|Coast  
{{!}}-
{{!}}-
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{{!}}-  
{{!}}-  
{{!}}7th  
{{!}}7th  
{{!}}''[[SRD5:Control Weather|control water]], freedom of movement''
{{!}}{{5e Spell Line|Control Weather, Freedom of Movement}}
{{!}}-
{{!}}-
{{!}}9th  
{{!}}9th  
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{{!}}}  
{{!}}}  
<br />
<br />
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Desert  
!colspan="2"|Desert  
{{!}}-
{{!}}-
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{{!}}}  
{{!}}}  
<br />
<br />
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Forest  
!colspan="2"|Forest  
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{!}}7th  
{{!}}7th  
{{!}}''[[SRD5:Divination|divination]], freedom of movement''
{{!}}{{5espell|Divination}}, {{5espell|Freedom of Movement}}
{{!}}-
{{!}}-
{{!}}9th  
{{!}}9th  
{{!}}''commune with nature, [[SRD5:Tree Stride|tree stride]]''
{{!}}{{5espell|Commune with Nature}}, {{5espell|Tree Stride}}
{{!}}}  
{{!}}}  
<br />
<br />
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Grassland  
!colspan="2"|Grassland  
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{!}}3rd  
{{!}}3rd  
{{!}}''[[SRD5:Invisibility|invisibility]], [[SRD5:Pass Without Trace|pass without trace]]''
{{!}}{{5e Spell Line|Invisibility, Pass Without Trace}}
{{!}}-
{{!}}-
{{!}}5th  
{{!}}5th  
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{{!}}-
{{!}}-
{{!}}7th  
{{!}}7th  
{{!}}''divination, freedom of movement''
{{!}}{{5e Spell Line|Divination, Freedom of Movement}}
{{!}}-
{{!}}-
{{!}}9th  
{{!}}9th  
{{!}}''[[SRD5:Dream|dream]], insect plague''
{{!}}{{5e Spell Line|Dream, Insect Plague}}
{{!}}}
{{!}}}
<br />
<br />
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Mountain  
!colspan="2"|Mountain  
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{!}}3rd  
{{!}}3rd  
{{!}}''[[SRD5:Spider Climb|spider climb]], spike growth''
{{!}}{{5e Spell Line|Spider Climb, Spike Growth}}
{{!}}-
{{!}}-
{{!}}5th  
{{!}}5th  
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{{!}}-
{{!}}-
{{!}}9th  
{{!}}9th  
{{!}}''[[SRD5:Passwall|passwall]], wall of stone''
{{!}}{{5e Spell Line|Passwall, Wall of Stone}}
{{!}}}
{{!}}}
<br />
<br />
{{{!}}class="zebra"
{{{!}}class="zebra small"
!colspan="2"|Swamp  
!colspan="2"|Swamp  
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{!}}3rd  
{{!}}3rd  
{{!}}''[[SRD5:Acid Arrow|acid arrow]], [[SRD5:Darkness (spell)|darkness]]''  
{{!}}''[[SRD5:Acid Arrow|acid arrow]], [[SRD5:Darkness Spell|darkness]]''  
{{!}}-
{{!}}-
{{!}}5th  
{{!}}5th  
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{{!}}-
{{!}}-
{{!}}7th  
{{!}}7th  
{{!}}''freedom of movement, [[SRD5:Locate Creature|locate creature]]''
{{!}}{{5e Spell Line|Freedom of Movement, Locate Creature}}
{{!}}-
{{!}}-
{{!}}9th  
{{!}}9th  
{{!}}''insect plague, scrying''
{{!}}{{5e Spell Line|Insect Plague, Scrying}}
{{!}}}
{{!}}}
</div><!--gi-main-->
</div><!--gi-main-->

Latest revision as of 08:43, 15 July 2023

Not the article you were looking for?
See Circle of the Land (disambiguation)

Circle of the Land is a subclass of the Druid class in 5th edition.
 

Circle of the Land is a druid circle of the Druid class.

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.

Circle of the Land Features

Druid Level Features  
2nd Bonus Cantrip, Natural Recovery 
3rd Circle Spells 
6th Land's Stride 
10th Nature's Ward 
14th Nature's Sanctuary

 

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, or swamp — 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.

See Circle Spells Table below. 

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.


Circle Spells Table

Arctic
Druid Level Circle Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold


Coast
Druid Level Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control weather, freedom of movement
9th conjure elemental, scrying


Desert
Druid Level Circle Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone


Forest
Druid Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride


Grassland
Druid Level Circle Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague


Mountain
Druid Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone


Swamp
Druid Level Circle Spells
3rd acid arrow, darkness
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying

Sources

  • SRD-OGL v5.1 - 5th edition SRD/OGL document published Jan. 2016 by Wizards LLC

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