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Circle of the Land: Difference between revisions
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=== Level 10 === | === Level 10 === | ||
{{SmIconLink|Nature's Ward Icon.png|Nature's Ward}}: You can't be charmed or frightened by elementals and fey. Disease and poison no longer affect you. | {{SmIconLink|Nature's Ward Icon.png|Nature's Ward}}: You can't be charmed or frightened by elementals and fey. Disease and poison no longer affect you. | ||
{{DruidNavbox}} |
Revision as of 18:28, 7 September 2023
Druids of this Circle connect to powerful magic that flows through the earth and binds all living things together.Circle of the Land is one of the Subclasses of Druid. These Druids are more specialized in spellcasting to attack enemies or support allies in combat. They also have the ability to recover a certain amount of Spell Slots once per day.
Subclass Features
Level 2
- Natural Recovery strength: 1 (The combined number and level of Spell Slots the Natural Recovery action can restore.)
- Natural Recovery Charge (Replenished by Long Rest).
- Wild Shape: As an Action, you can assume the form of a beast. You can transform twice per Short Rest.
Wild Shape: Cat | Wild Shape: Badger | Wild Shape: Wolf | Wild Shape: Spider |
Cantrip (Choose 1):
Level 3
- 2nd Level Circle of the Land Spells: Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.
- Arctic: Hold Person, Spike Growth
- Coast: Mirror Image, Misty Step
- Desert: Blur, Silence
- Forest: Barkskin, Hold Person
- Grassland: Invisibility, Pass Without Trace
- Mountain: Mirror Image, Spike Growth
- Swamp: Melf's Acid Arrow, Darkness
- Underdark: Web, Misty Step
- (Note: Circle of the Land is chosen at levels 3, 5, 7 and 9. At each of these levels, you can select any of the 8 Land choices, regardless of what you have chosen previously)
Level 5
- 3rd Level Circle of the Land Spells: Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.
- Arctic: Sleet Storm, Haste
- Coast: Sleet Storm, Call Lightning
- Desert: Protection from Energy, Hypnotic Pattern
- Forest: Call Lightning, Plant Growth
- Grassland: Daylight, Haste
- Mountain: Lightning Bolt, Fly
- Swamp: Stinking Cloud, Vampiric Touch
- Underdark: Gaseous Form, Stinking Cloud
Level 6
- Land's Stride: Difficult Terrain no longer slows you down.
Level 7
- 4th Level Circle of the Land Spells: Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.
- Arctic: Conjure Minor Elemental, Ice Storm
- Coast: Freedom of Movement, Confusion
- Desert: Blight, Wall of Fire
- Forest: Conjure Minor Elemental, Grasping Vine
- Grassland: Freedom of Movement, Polymorph
- Mountain: Stoneskin, Dominate Beast
- Swamp: Blight, Grasping Vine
- Underdark: Greater Invisibility, Dominate Beast
Level 9
- 5th Level Circle of the Land Spells: Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.
- Arctic: Cone of Cold, Contagion
- Coast: Conjure Elemental, Greater Restoration
- Desert: Wall of Stone, Insect Plague
- Forest: Mass Cure Wounds, Contagion
- Grassland: Greater Restoration, Insect Plague
- Mountain: Wall of Stone, Conjure Elemental
- Swamp: Insect Plague, Cloudkill
- Underdark: Contagion, Cloudkill
Level 10
: You can't be charmed or frightened by elementals and fey. Disease and poison no longer affect you.