Celebrate Connection to the Natural World
The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.
Circle of the Land Spells
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land
| Druid Level | Circle Spells |
|---|---|
| 3rd | Blur, Burning Hands, Fire Bolt |
| 5th | Fireball |
| 7th | Blight |
| 9th | Wall of Stone |
Polar Land
| Druid Level | Circle Spells |
|---|---|
| 3rd | Fog Cloud, Hold Person, Ray of Frost |
| 5th | Sleet Storm |
| 7th | Ice Storm |
| 9th | Cone of Cold |
Temperate Land
| Druid Level | Circle Spells |
|---|---|
| 3rd | Misty Step, Shocking Grasp, Sleep |
| 5th | Lightning Bolt |
| 7th | Freedom of Movement |
| 9th | Tree Stride |
Tropical Land
| Druid Level | Circle Spells |
|---|---|
| 3rd | Acid Splash, Ray of Sickness, Web |
| 5th | Stinking Cloud |
| 7th | Polymorph |
| 9th | Insect Plague |
Land's Aid
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).