5e24:Circle of the Land
Circle of the Land (pointer) [1] [2]
Druid subclass
Celebrate Connection to the Natural World
Unofficial Description: These druids are mystics and sages, keepers of knowledge and rites.
Circle of the Land Features
Druid Level | Features |
---|---|
3rd | Circle of the Land Spells, Land's Aid |
6th | Natural Recovery |
10th | Nature's Ward |
14th | Nature's Sanctuary |
Circle of the Land Spells
3rd level Circle of the Land feature.
Unofficial Summary: At the end of a Long Rest you choose one aspect of the land. You know the druid spells associated with the aspect you chose and up to your Druid level.
Arid Land Spells
Druid Level | Spells |
---|---|
3rd | Blur, Burning Hands, Fire Bolt |
5th | Fireball |
7th | Blight |
9th | Wall of Stone |
Polar Land Spells
Druid Level | Spells |
---|---|
3rd | Fog Cloud, Hold Person, Ray of Frost |
5th | Sleet Storm |
7th | Ice Storm |
9th | Cone of Cold |
Temperate Land Spells
Druid Level | Spells |
---|---|
3rd | Misty Step, Shocking Grasp, Sleep |
5th | Lightning Bolt |
7th | Freedom of Movement |
9th | Tree Stride |
Tropical Land Spells
Druid Level | Spells |
---|---|
3rd | Acid Splash, Ray of Sickness, Web |
5th | Stinking Cloud |
7th | Polymorph |
9th | Insect Plague |
Land's Aid
3rd level Circle of the Land feature.
Unofficial Summary: Use a Magic action and Wild Shape use to cause an area to be filled with magical plants. These plants cause enemies to take Necrotic Damaage (Constitution Save for Half damage) and allies to regain Hit Points. Damage and healing increase at 10th and 14th Druid levels.
Natural Recovery
6th level Circle of the Land feature.
Unofficial Summary: Once per Long Rest, you can cast one of your Circle of the Land Spells without expending a Spell Slot. And, once per Long Rest, at the end of a Short Rest, you can recover some expended spell slots.
Nature's Ward
10th level Circle of the Land feature.
Unofficial Summary: Become Immune to being Poisoned and gain Resistance to a Damage Type determined by your Circle of the Land Spells aspect choice.
Nature's Ward | |
---|---|
Land Type | Resistance |
Arid | Fire |
Polar | Cold |
Temperate | Lightning |
Tropical | Poison |
Nature's Sanctuary
14th level Circle of the Land feature.
Unofficial Summary: Use a Magic Action and Wild Shape use to cause trees and vines to grow in a large area around you. These provide Half Cover for you and your allies and your allies gain your Nature's Ward resistance. You may use a Bonus Action to move the area of trees. The trees and vines disappear after a while.
Sources and Notes
- Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑
- Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 84-86. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑
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