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Circle of the Land: Difference between revisions
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| description = Circle of the Land is a subclass of Druid. | |||
| image = Circle Of The Land Icon.png | |||
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{{Quote|Druids of this Circle connect to powerful magic that flows through the earth and binds all living things together.}} | {{Quote|Druids of this Circle connect to powerful magic that flows through the earth and binds all living things together.}} | ||
[[Category:Subclasses]] | [[Category:Subclasses]] |
Revision as of 09:40, 6 March 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).
- Cantrip (Choose 1):
- 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 |
Level 3
- 2nd Level Circle Spells: Gain access to Spells associated with the Land that you became a Druid in (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
Level 4
- New Wild Shape: Wild Shape: Deep Rothé
- Cantrip (Choose 1):
Level 5
- 3rd Level Circle Spells: Gain access to Spells associated with the Land that you became a Druid in (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: Call Lightning, Fly
- Swamp: Stinking Cloud, Vampiric Touch
- Underdark: Gaseous Form, Stinking Cloud
- (Note: As of Early Access Patch 9, you do not need to choose the same Land you chose at Level 3.)