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Introduction: This is a revision of the PHB version of the Circle of the

Land Druid Sub-Class. Most discussions within the D&D community about this
sub-class believe it to be underwhelming, especially as compared to the
other sub-class offering. I upped the classes’ utility power, and I took
care to update the circle spells (now terrain spells) for Elemental Evil
spells. I also redesigned the terrain functionality, making the terrains
more like schools and (loosely) based them off of Magic the Gathering land
mana spell flavors.

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Coast (also Underwater)
Druid Level Terrain Spells
The Circle of the Land is made up of mystics and sages who 3rd mirror image, misty step
safeguard ancient knowledge and rites through a vast oral 5th counterspell, hypnotic pattern
tradition. These druids meet within sacred circles of trees 7th control water, watery sphere
9th dream, mislead
or standing stones to whisper primal secrets in Druidic.
The circle’s wisest members preside as the chief priests of
Desert (or Lava)
communities that hold to the Old Faith and serve as
Druid Level Terrain Spells
advisors to the rulers of those folk. As a member of this
3rd aganazzar’s scorcher, scorching ray
circle, your magic is influenced by the land where you were 5th create food and water, wall of sand
initiated into the circle’s mysterious rites. 7th fire (fire) shield, wall of fire
9th conjure elemental, immolation

When you choose this circle at 2nd level, you learn one Forest (also Jungle, Glade)
additional druid cantrip of your choice. Druid Level Terrain Spells
3rd spider climb, web
5th conjure animals, fly
7th conjure woodland beings, divination
Starting at 2nd level, you can regain some of your magical 9th insect plague, tree stride
energy by sitting in meditation and communing with
nature. During a short rest, you choose expended spell slots Grassland (also Plain)
to recover. The spell slots can have a combined level that is Druid Level Terrain Spells
equal to or less than half your druid level (rounded up), 3rd aid, spike growth
and none of the slots can be 7th level or higher. You can’t 5th haste, plant growth
use this feature again until you finish a long rest. 7th death ward, freedom of movement
For example, when you are a 4th-level druid, you can 9th mass cure wounds, telekinesis
recover up to two levels worth of spell slots. You can
recover either a 2nd-level slot or two 1st-level slots. Mountain (also Cloud)
Druid Level Terrain Spells
3rd maximillian’s earthen grasp, shatter
5th erupting earth, lightning bolt
Your mystical connection to the land infuses you with the 7th stoneskin, storm sphere
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you 9th passwall, transmute rock
gain access to circle spells connected to the land where you
became a druid. Choose that land—arctic, coast, desert, Swamp (also Marsh, Bog)
forest, grassland, mountain, swamp, or Underdark—and Druid Level Terrain Spells
consult the associated list of spells. 3rd blur, melf’s acid arrow
Once you gain access to a terrain spell, you always have 5th stinking cloud, vampiric touch
it prepared, and it doesn’t count against the number of 7th blight, vitriolic sphere
spells you can prepare each day. If you gain access to a spell 9th cloudkill, contagion
that doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you. Underdark
Druid Level Terrain Spells
3rd blindness/deafness, darkness
Arctic
5th fear, gaseous form
Druid Level Terrain Spells
7th banishment, greater invisibility
3rd ray of enfeeblement, snilloc’s snowball swarm 9th dominate person, hold monster
5th sleet storm, slow
7th cold (fire) shield, ice storm
9th cone of cold, conjure elemental

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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.
You also have advantage on saving throws against plants
that are magically created or manipulated to impede
movement, such those created by the entangle spell.
In addition, whenever you are in combat upon the
terrain you are connected to, your speed is increased by 5
feet worth of movement.

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 10th level, you can cast each of your
Terrain Spells 1 time per long rest without expending a
spell slot or needing material components.
Furthermore, if you are adventuring on the terrain you
are mystically connected to, you gain a number of 1 st level
spell slots whenever you take a short rest equal to your
Wisdom modifier. The spell slots gained this way are added
to your total, even above your maximum, but are lost at the
beginning of a long rest. These spell slots can only be
gained once per long rest.

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.

When you reach the 14th level, you can use scrolls while
you are in Wild Shape, as long as those scrolls are those of
your Terrain Spells.

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