Player's Handbook
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.
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.
2nd-level Circle of the Land Feature
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.
2nd-level Circle of the Land Feature
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, swamp, or Underdark – 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.
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.
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.
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.
Druid Circles Version 2.1.0 by Laserllama
Druids of the Circle of the Land are the most common Druid, if Druids can be considered common at all. These sages of the natural world are able to attune themselves to almost any environment, giving them an increased ability to draw out the natural magic of the flora and fauna that surround them.
2nd-level Circle of the Land feature
You have mastered a greater amount of druidic magic. You learn one additional Druid cantrip of your choice, but it does not count against your total number of Cantrips Known.
In addition, you are infused with the ability to cast certain spells based on your environment. When you finish a long rest, you can attune to the local environment, choosing the option that best represents your surroundings: arctic, cave, coast, desert, forest, grassland, mountain, or swamp.
While attuned to that environment you gain access to the corresponding spells on the Localized Spells table below. These spells count as Druid spells for you and you always have them prepared, but they don't count against the total number of Druid spells you can prepare each day.
| Localized Spells | ||||
| Level | Arctic | Cave | Coast | Desert |
| 2nd | armor of agathys | cause fear | fog cloud | silent image |
| 3rd | hold person | web | misty step | dust devil |
| 5th | slow | fear | tidal wave | daylight |
| 7th | ice storm | giant insect | watery sphere | hallucinatory terrain |
| 9th | cone of cold | passwall | maelstrom | seeming |
| Level | Forest | Grassland | Mountain | Swamp |
| 2nd | entangle | longstrider | earth tremor | caustic brew |
| 3rd | spider climb | pass without trace | earthen grasp | acid arrow |
| 5th | plant growth | haste | call lightning | stinking cloud |
| 7th | guardian of nature | freedom of movement | stone shape | blight |
| 9th | tree stride | far step | wall of stone | insect plague |
2nd-level Circle of the Land feature
You can regain some of your druidic magic by communing with nature. At the end of a short rest, you can choose to recover a number of expended spell slots with a combined level less than or equal to half your Druid level rounded up. Spell slots you regain must be 5th-level or lower.
Once you use this feature to recover spell slots you must finish a long rest before you can use it again.
6th-level Circle of the Land feature
You move effortlessly through the wild. You ignore the effects of difficult terrain imposed by your attuned environment.
Moreover, you have advantage on saving throws to resist the harmful effects of your attuned environment. Examples include extreme temperatures and weather, hostile flora, or other magical environmental effects.
10th-level Circle of the Land feature
You are able to adapt to the hostile effects of nearly any wild place. When you finish a short or long rest, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You gain resistance to that type of damage until the end of your next short or long rest.
14th-level Circle of the Land feature
Creatures of the natural world can sense your devotion to nature and are hesitant to attack you. When a beast or plant attacks you, you can force it to make a Wisdom saving throw. On a failure, the attack automatically misses. On a success, the creature is immune to this effect for 24 hours.
Beasts and plants with a Wisdom of 4 or higher are aware of this effect before they make their attack against you.