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Circle of the Land: Difference between revisions

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; {{SAI|Land's Stride: Difficult Terrain|w=40}}
; {{SAI|Land's Stride: Difficult Terrain|w=40}}
: [[Difficult Terrain]] no longer slows you down.
: You have become an expert at moving through the wilderness. [[Difficult Terrain]] no longer slows you down.
 
; {{Pass|Land's Stride: Advantage|w=40}}*
: You have {{Advantage}} on {{Saving Throw}}s against plants that are magically created to impede your movement.
 
; {{Pass|Land's Stride: Plants|w=40}}*
: Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
 
<nowiki>*</nowiki>Denotes a feature that is not listed anywhere, but is nonetheless granted.


{{Level header|7}}
{{Level header|7}}

Revision as of 02:12, 31 July 2024

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

This subclass obtains all the features from its base class, Druid, in addition to its unique features outlined below.

Level 2

Natural Recovery Natural Recovery
Replenish expended spell slots while out of combat.
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
Bg3 content hr.png
Bonus Cantrip
Choose an additional Cantrip from the Druid spell list.

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.
Land Spells
Arctic Arctic Hold Person Hold Person

Spike Growth Spike Growth

Coast Coast Mirror Image Mirror Image*

Misty Step Misty Step*

Desert Desert Blur Blur*

Silence Silence*

Forest Forest Barkskin Barkskin

Hold Person Hold Person

Grassland Grassland Invisibility Invisibility*

Pass Without Trace Pass Without Trace

Mountain Mountain Mirror Image Mirror Image*

Spike Growth Spike Growth

Swamp Swamp Melf's Acid Arrow Melf's Acid Arrow*

Darkness Darkness*

Underdark Underdark Web Web*

Misty Step Misty Step*

  • Spells marked with * are not on the druid spell list.
  • (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.
Land Spells
Arctic Arctic Sleet Storm Sleet Storm

Haste Haste*

Coast Coast Sleet Storm Sleet Storm

Call Lightning Call Lightning

Desert Desert Protection from Energy Protection from Energy

Hypnotic Pattern Hypnotic Pattern*

Forest Forest Call Lightning Call Lightning

Plant Growth Plant Growth

Grassland Grassland Daylight Daylight

Haste Haste*

Mountain Mountain Lightning Bolt Lightning Bolt*

Grant Flight Grant Flight*

Swamp Swamp Stinking Cloud Stinking Cloud*

Vampiric Touch Vampiric Touch*

Underdark Underdark Gaseous Form Gaseous Form*

Stinking Cloud Stinking Cloud*

Level 6

Land's Stride: Difficult Terrain Land's Stride: Difficult Terrain
You have become an expert at moving through the wilderness. Difficult Terrain no longer slows you down.
Land's Stride: Advantage Land's Stride: Advantage*
You have Advantage Icon.png Advantage on Saving throws against plants that are magically created to impede your movement.
Land's Stride: Plants Land's Stride: Plants*
Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.

*Denotes a feature that is not listed anywhere, but is nonetheless granted.

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.
Land Spells
Arctic Arctic Conjure Minor Elemental Conjure Minor Elemental

Ice Storm Ice Storm

Coast Coast Freedom of Movement Freedom of Movement

Confusion Confusion

Desert Desert Blight Blight

Wall of Fire Wall of Fire

Forest Forest Conjure Minor Elemental Conjure Minor Elemental

Grasping Vine Grasping Vine

Grassland Grassland Freedom of Movement Freedom of Movement

Polymorph Polymorph

Mountain Mountain Stoneskin Stoneskin

Dominate Beast Dominate Beast

Swamp Swamp Blight Blight

Grasping Vine Grasping Vine

Underdark Underdark Greater Invisibility Greater Invisibility*

Dominate Beast 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.
Land Spells
Arctic Arctic Cone of Cold Cone of Cold*

Contagion Contagion

Coast Coast Conjure Elemental Conjure Elemental

Greater Restoration Greater Restoration

Desert Desert Wall of Stone Wall of Stone

Insect Plague Insect Plague

Forest Forest Mass Cure Wounds Mass Cure Wounds

Contagion Contagion

Grassland Grassland Greater Restoration Greater Restoration

Insect Plague Insect Plague

Mountain Mountain Wall of Stone Wall of Stone

Conjure Elemental Conjure Elemental

Swamp Swamp Insect Plague Insect Plague

Cloudkill Cloudkill*

Underdark Underdark Contagion Contagion

Cloudkill Cloudkill*

Level 10

Nature's Ward Nature's Ward
You can't be charmed or frightened by elementals and fey. Disease and poison no longer affect you.

External links