Circle of the Land v1.4.0 #
Circle Spells (2) #
- 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; the spells listed in the table for which you have spell slots of that spell level are always prepared for you prepared and do not count against your number of Prepared Spells.
Arid #
Arid Spells #
Spell Level |
Spells |
Cantrip |
Firebolt |
1st |
Burning Hands |
2nd |
Blur |
3rd |
Fireball |
4th |
Blight |
5th |
Wall of Stone |
Polar #
Polar Spells #
Spell Level |
Spells |
Cantrip |
Ray of Frost |
1st |
Fog Cloud |
2nd |
Hold Person |
3rd |
Sleet Storm |
4th |
Ice Storm |
5th |
Cone of Cold |
Temperate #
Temperate Spells #
Spell Level |
Spells |
Cantrip |
Shocking Grasp |
1st |
Sleep |
2nd |
Misty Step |
3rd |
Lightning Bolt |
4th |
Freedom of Movement |
5th |
Tree Stride |
Tropical #
Tropical Spells #
Spell Level |
Spells |
Cantrip |
Acid Splash |
1st |
Ray of Sickness |
2nd |
Web |
3rd |
Stinking Cloud |
4th |
Polymorph |
5th |
Insect Plague |
Land’s Aid (2) #
- You can channel the power of the land itself to bolster friends and harm foes. As an 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 that area must make a Constitution saving throw, taking 2d6 Necrotic damage on a failed save, or half as much damage on a successful one.
- In addition, one creature of your choice in that area regains 2d6 Hit Points.
- When you reach certain Druid levels, the damage and healing increase by 1d6: 10th level (3d6) and 14th level (4d6).
Land’s Stride (6) #
Natural Recovery (2->6) #
- Tapping into nature, you can conserve and recover your magical power. You can cast one of the spells of 1st-level or higher 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 the slots can be 6th level or higher. For example, if you’re a 6th-level Druid, you can recover up to three levels worth of spell slots. You can recover a 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest. This is effectively the previous version of this feature, as such the old version is obsolete with no carry over.
Nature’s Ward (10) #
- You have advantage on Saving Throws made to resist the Frightened, and Charmed Conditions, and you are immune to poison and disease.
- Additionally, you gain resistance to one damage type corresponding to your current Land option selected from your Circle Spells feature. Cold (Polar), Fire (Arid), Poison (Tropical), or Lightning (Temperate)
Nature’s Sanctuary (14) #
- Fully Replaced.
- Nature can rise up to protect you and your allies. As an Action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot cube on ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition. You and your allies have Half Cover while in that area, and your allies gain the current damage 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.