Druid

 

Druid: Druid Circles: 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. As a member of this circle, your magic channels energy from the living land.

Circle of the Land Features

Land’s Connection

When you join this druid circle at 3rd level, you gain the ability to attune yourself to a specific type of land granting you access to an additional list of circle spells based on that land. Just like with your circle spells feature, you gain access to more land spells as you gain levels in this class. A spell your gain through this feature, you always have prepared, and it doesn't count against the number of spells you can prepare each day. If the spell doesn't appear on the primal spell list, the spell is nonetheless a druid spell for you. You have these spells prepared until you change this choice after a short or long rest.

Select one of the following land types: arctic, desert, rocky, verdant.

 

Circle of the Land Spells

Druid level

Spells

1

Healing wind

3

Locate animals and plants

5

Speak with plant

7

Hallucinatory terrain

9

Commune with nature

Druid level

Arctic Land Spells

Desert Land Spells

Rocky Land Spells

Verdant Land Spells

1

Frost fingers

Silent image

Earth tremor

Entangle

3

Binding Ice

Sun flare

Immovable object

Pass without trace

5

Hypnotic pattern

Slow

Meld into stone

Plant growth

7

Ice storm

Fire shield

Stone shape

Aura of life

9

Creation

Dawn

Passwall

Tree stride

 

Great Tree Spirit

At 3rd level, you also add additional wild traits to the list of wild traits available to your great beast spirits. If you add any of these wild traits to a template, the template’s creature type changes to plant.

Great Tree wild traits

Entangling Roots (counts as 2 wild traits). When the creature takes the attack action, it can replace one of its attacks with entangling roots.

          Entangling Roots. This creature can target another creature within 30 feet. The target must make a Strength saving throw. On a failed saving throw, the target is restrained by magical plants. Both this creature and the target must be touching the ground when the creature uses this ability. In addition, the creature’s own speed is reduced to 0 while it has one or more targets restrained with this trait. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Special Attack: Lashing Vines. When the creature takes an attack action, it can replace one of its attacks with a special attack, lashing vines:

          Lashing Vines. Melee attack, reach 10 ft., 1d6 slashing damage. If the attack is made with advantage, this attack deals an additional 1d8 poison damage.

 

Land’s Sanctuary

Beginning at 10th 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. 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.

 

Land’s Reinforcements

Also starting at 10th level, you know the call plant spell. It doesn't count against the number of druid spells you can prepare, and you can cast it without a material component.

You can also cast call plant once between long rests without expending a spell slot.

In addition, whenever you start casting call plant, you can modify the spell so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

 

Druidic Connection

Beginning at 18th level, when you use your ‘land’s reinforcements’ ability to cast call plant without expending a spell slot, the spell is cast at 8th as if you had used an 8th level spell slot.

You always have all the 1st level spells from your ‘land’s connection spells’ list prepared and you can cast these spells without expending a spell slot.