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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 Table:

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

Subclass Features

Bonus Cantrip

2nd-level Circle of the Land feature

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Natural Recovery

2nd-level Circle of the Land feature

Starting at 2nd level, you can regain some of your magical energy by sitting in brief 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.

Circle Spells

2nd-level Circle of the Land feature

Your mystical connection to the land infuses you with the ability to cast certain spells. At 2nd level, you choose one of the following lands and gain its associated circle spells. These spells are always prepared for you and don't count against the number of spells you can prepare each day.

Land Circle Spells
Arctic hold person, spike growth, sleet storm, slow, freedom of movement, ice storm, commune with nature, cone of cold
Coast mirror image, misty step, water breathing, water walk, control water, Evard's black tentacles, conjure elemental, scrying
Desert blur, silence, create food and water, protection from energy, blight, hallucinatory terrain, insect plague, wall of stone
Forest barkskin, spider climb, call lightning, plant growth, divination, freedom of movement, commune with nature, tree stride
Grassland invisibility, pass without trace, daylight, haste, divination, freedom of movement, dream, insect plague
Mountain spider climb, spike growth, lightning bolt, meld into stone, stone shape, stoneskin, passwall, wall of stone
Swamp darkness, Melf's acid arrow, water walk, stinking cloud, freedom of movement, locate creature, insect plague, scrying
Underdark spider climb, web, gaseous form, stinking cloud, greater invisibility, stone shape, cloudkill, insect plague

Land's Stride

6th-level Circle of the Land feature

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 as those created by the entangle spell.

Nature's Ward

10th-level Circle of the Land feature

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

14th-level Circle of the Land feature

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.