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.
When you choose this circle at
2nd Level, you learn one additional druid
cantrip of your choice.
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.
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.
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.
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.