5e24:Circle of the Land

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Circle of the Land exists in other D&D editions see:

Circle of the Land (disambiguation).

Circle of the Land[1][2] [3]
Druid subclass


Celebrate Connection to the Natural World

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.

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.
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

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.
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). 

Natural Recovery

6th level Circle of the Land feature.
You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can 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 (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest. 

Nature's Ward

10th level Circle of the Land feature.
You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.

Nature's Ward
Land Type Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison
 

Nature's Sanctuary

14th level Circle of the Land feature.
As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Sources and Notes

  1. Template:Cite Pug Licensed: CC-BY.
  2. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond.
  3. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 84-86.

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