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. 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 o f 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
When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice.
Starting at 2nd level, you can regain some o f 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.
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 o f 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.
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 those created by the entangle spell.
When you reach 10th level, you can’t be charmed or
frightened by elementals or fey, and you are immune to
poison and disease.
When you reach 14th level, creatures o f 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 o f this effect before it makes its
attack against you.