```metadata title: Circles of the Land description: >- Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark: now as separate Druid circles. tags: - druid - subclass - 5e systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ @import url("https://rawcdn.githack.com/Kaiburr-kath-hound/HomebreweryStyles/7758abe0bc0c2ed4ee70f90cf1c28840f2c96aab/PHBFonts.css"); /* FRONT COVER _____________________________________________________ */ .page .hardcover{ position : absolute; top : 0; left : 0; height : 100%; padding : 90px 0px; text-align : center; user-select : none; } .page .hardcover img { position : absolute; top : 0px; right : -20px; width : 110%; min-width : 0%; z-index : -10; } .page .hardcover::before { content : ''; position : absolute; display : block; top : 20px; height : 70px; width : 100%; background-image : url(https://i.imgur.com/kKd8mdW.png); background-position : center; background-size : 140px; 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z-index : 200; } /* Subclass Logo */ .page .classlogo{ position : absolute; left : 155px; top : 25px; min-height : 200px; background-image : url(https://files.catbox.moe/ylgoca.png); background-size : 150px; background-repeat : no-repeat; z-index : 200; } .page:after { all: unset } .page a { color: #1b6acb; } /* Column balancing for Firefox compatibility. */ .page .columnWrapper { column-fill: auto; } ``` {{hardcover # Circles of the Land ## Korvin Roganov ___ ![image](https://files.catbox.moe/3vumqd.jpg) {position:absolute,width:110%,top:0px,right:-20px} {{footnote Reimagining the Land Druid Subclass as Eight Unique Circles
in the World's Greatest Roleplaying Game }} }} \page ### Circle of the Arctic Druids of the Circle of the Arctic hail from lands steeped in the cold, from tundras to polar regions alike. Reflecting the harshness of life there, these druids epitomize the tenets of stoicism and endurance, wielding the chill for both offensive and defensive purposes. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Frigid Recovery | | 6th | Subzero Aegis | | 10th | Frozen Resolve | | 14th | Inescapable Chill | #### Circle Spells *2nd-level Circle of the Arctic feature* ___ Drawing power from the frigid poles grants you access to spells that protect and hinder. You learn the *ray of frost* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *armor of agathys, ice knife* | | 3rd | *gentle repose, rime's binding ice* | | 5th | *sleet storm, slow* | | 7th | *ice storm, resilient sphere* | | 9th | *cone of cold, hold monster* | #### Frigid Recovery *2nd-level Circle of the Arctic feature* ___ You can recover some of your druidic magic by communing with the frost and snow. During a short rest, you choose expended spell slots to recover. The sp- ell 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. If you use this feature in an arctic environment, you can increase this com- bined level by one. You can't use this feature again until you finish a long rest. #### Subzero Aegis *6th-level Circle of the Arctic feature* ___ You learn to instinctively channel the protective aspects of ice. As a reaction when you take damage, you can expend a spell slot to cast *armor of agathys* at the equivalent level. Additionally, as part of this reaction, you can expend a Wild Shape usage to increase the amount of temporary hit points that this casting of the spell grants by three times your Druid level. #### Frozen Resolve *10th-level Circle of the Arctic feature* ___ The magic you channel becomes enduring as the life at the poles: persisting despite severe hardship. While concentrating on a spell, you have advantage on Constitution saving throws. Additionally, when you cast the spell *ice storm*, you can choose to have its difficult terrain last for 1 minute. #### Inescapable Chill *14th-level Circle of the Arctic feature* ___ Your magic becomes capable of suffusing your foes with additional lethargy. Whenever a creature takes cold damage from your spells, it must succeed on a Constitution saving throw against your spell save DC or have its speed halved until the start of your next turn. You can also cast *wall of ice* without expending a spell slot once per long rest, and it is always prepared for you. ![arctic](https://files.catbox.moe/fy4qyq.jpg) {position:absolute;bottom:-3px;right:0px;width:65%;transform:scaleX(-1);mix-blend-mode:multiply,filter:brightness(1.1)} ![snow_1](https://files.catbox.moe/fz2sfq.png) {position:absolute;top:-20px;right:0px;width:65%} ![snow_2](https://files.catbox.moe/fz2sfq.png) {position:absolute;bottom:0px;right:0px;width:65%} ![snow_3](https://files.catbox.moe/fz2sfq.png) {position:absolute;bottom:0px;right:0px;width:65%} ![arctic_stain](https://watercolors.giantsoup.com/phb/phb_bottom/0013.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Coast Some of the most flexible druids belong to the Circle of the Coast, for the shifting tides and shoals that empower them are much the same in temperament. Espousing a philosophy of change, they smoothly adjust to any situation, just like the lands they preside over. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Tidal Recovery | | 6th | Bend the Waves | | 10th | Ebb and Flow | | 14th | Mutable Current | #### Circle Spells *2nd-level Circle of the Coast feature* ___ Your affinity to oceanic water grants you spells to channel it. You learn the *shape water* cantrip. The cantrip can affect a larger area when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube). When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *absorb elements, thunderwave* | | 3rd | *mirror image, misty step* | | 5th | *tidal wave, wall of water* | | 7th | *control water, watery sphere* | | 9th | *maelstrom, scrying* | :::::::::::::::::::::::::::::::: #### Tidal Recovery *2nd-level Circle of the Coast feature* ___ You can recover some of your druidic magic by communing with the sea and shore. 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. If you use this feature in a coastal or aquatic environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Bend the Waves *6th-level Circle of the Coast feature* ___ Your spells become as flexible as the waters they harness, letting you divert their impact away from allies and alter their properties. Whenever you cast a spell from your Circle Spell list, you can choose any number of creatures that you can see. They automatically succeed on any checks or saving throws against the spell, and take no damage from them. Additionally, whenever a creature attempts to enter a *wall of water* you create, it must succeed on a Strength check against your spell save DC or become unable to pass through the wall until its next turn. If the wall cuts through a creature's space when it appears, the creature must succeed on a Strength saving throw against your spell save DC or be pushed to one side of it (your choice which side). #### Ebb and Flow *10th-level Circle of the Coast feature* ___ Like the rising and falling tide, your spells are in constant motion, moving to fit the situation. While concentrating on the spell *maelstrom*, you can use your action to cause the area to reappear elsewhere on the ground up to 60 feet away from its previous spot. Additionally, if a creature succeeds on the spell's saving throw, it still takes half damage. You can also move the effect of *watery sphere* using a bonus action. Finally, when you cast *wall of water* using a spell slot of 5th level or higher, its maximum dimensions are tripled. You can also form the wall into a hemisphere with a diameter of up to 30 feet and turn the wall opaque. #### Mutable Current *14th-level Circle of the Coast feature* ___ You learn to impart the flexibility of water to the rest of your magic. You can expend two Wild Shape usages as part of casting a spell that isn't from your Circle Spell list to apply the effects of your 6th level feature to it. Additionally, if the spell you cast is *tsunami*, its casting time becomes 1 action instead of 1 minute, and can also affect Gargantuan creatures on subsequent turns. ![coast](https://files.catbox.moe/99wg3s.jpg) {position:absolute;bottom:-20px;left:-239px;width:105%} ![coast_stain](https://files.catbox.moe/y1q3ra.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Desert To many, the arid wastelands are bleak, monotonous places of death. But the druids who inhabit them know that not everything is as it seems: life hides here in the most unlikely of places, often just out of sight. These druids are just as elusive, using their magic to spirit themselves or even hostile visitors away and produce dizzying mirages, acting both as protectors of the desert and extensions of it. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Torrid Recovery | | 6th | Shifting Dunes | | 10th | Veil of Sand | | 14th | Illusory Desolation | #### Circle Spells *2nd-level Circle of the Desert feature* ___ Your connection to the desert sands grants you access to certain spells. You learn the *minor illusion* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *disguise self, silent image* | | 3rd | *blur, vortex warp* | | 5th | *major image, wall of sand* | | 7th | *banishment, hallucinatory terrain* | | 9th | *dawn, seeming* | #### Torrid Recovery *2nd-level Circle of the Desert feature* ___ You can recover some of your druidic magic by communing with the dunes and sands. 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. If you use this feature in a desert environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Shifting Dunes *6th-level Circle of the Desert feature* ___ Like the desert itself, your magic belies the senses, able to take on forms that can easily disorient those unfamiliar with it. While an illusion spell you have cast is active, you can recast that spell without expending a spell slot, ending the previous effect, but inheriting any expended duration. Additionally, while concentrating on *wall of sand*, you can use your action to make it reappear on the ground up to 60 feet away from its previous location. #### Veil of Sand *10th-level Circle of the Desert feature* ___ As a bonus action, you can force a creature that you can see to succeed on a Dexterity saving throw against your spell save DC or have its surrounding area be heavily obscured with swirling sand. This veil moves with the creature and lasts until the start of your next turn or if you dismiss it early (no action required). #### Illusory Desolation *14th-level Circle of the Desert feature* ___ You become capable of fully embodying the mysterious aspects of the sands, hiding the life that abounds in it from prying eyes with ease. You can cast *blur* without using your concentration. Additionally, when you cast *mirage arcane*, you can expend two Wild Shape usages to change its casting time to 1 action, and it is always prepared for you. ![desert](https://files.catbox.moe/dj8nch.jpg) {position:absolute;bottom:0px;right:-60px;width:67%} ![desert_stain](https://files.catbox.moe/7wb6vo.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Forest Druids of the Circle of the Forest are some of the most devoted to their land, considering themselves stewards of nature above all else, for no other place is as full of life as theirs. Their magic reflects this diversity, calling upon the forests and all the myriad phenomena within them down against those that would threaten it. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Verdant Recovery | | 6th | Friend of the Forest | | 10th | Heart of the Woods | | 14th | Steelbark Protector | #### Circle Spells *2nd-level Circle of the Forest feature* ___ The forests bestow you with a portion of their magic in the form of spells. You learn the *thorn whip* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *entangle, sanctuary* | | 3rd | *barkskin, spike growth* | | 5th | *lightning bolt, plant growth* | | 7th | *conjure woodland beings, fire shield* | | 9th | *tree stride, wrath of nature* | #### Verdant Recovery *2nd-level Circle of the Forest feature* ___ You can recover some of your druidic magic by communing with the trees and undergrowth. 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. If you use this feature in a forest environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Friend of the Forest *6th-level Circle of the Forest feature* ___ Plant life recognises you as an ally, parting in your wake and allowing you to move through them effortlessly. You can pass through plants without being slowed or damaged by them if they are nonmagical, or if they are created or manipulated by you, and have advantage on checks and saving throws against plants that are magically created or manipulated to impede movement. In addition, if you cast *entangle* using a 2nd level spell slot or higher, a creature that enters the affected area for the first time on a turn or starts its turn there must succeed on a Strength saving throw as if they were in the area when it was cast or suffer the same effects. :::::::::::::::::::::::::::::::::::::::::: : {} #### Heart of the Woods *10th-level Circle of the Forest feature* ___ You can tap into your own inner magic to bring the forest with you no matter where you go. As a bonus action, you can expend a Wild Shape usage to create a number of Medium trees up to your proficiency bonus or a single Large tree in any unoccupied space on the ground that you can see within 150 feet of you. The trees have a maximum height of 3 feet times your Druid level, and can be of any kind that you wish. They can have foliage grow underneath them in a 20-foot radius. If created in an area unsuitable for plant life, the trees and any accompanying foliage disappear after 24 hours. #### Steelbark Protector *14th-level Circle of the Forest feature* ___ The forests entrust you with the strongest of their blessings. You can cast *barkskin* and *tree stride* without using your concentration. Additionally, if you cast *barkskin* in this way, the target gains a number of temporary hit points equal to your Wisdom modifier plus your proficiency bonus at the start of each of its turns until the spell ends. ![forest](https://files.catbox.moe/tgevtr.jpg) {position:absolute;top:0px;left:353px;width:58%} ![forest_stain](https://files.catbox.moe/oujql9.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Grassland Quiet and supportive, some of the most harmonious druids belong to the Circle of the Grassland, their magic and way of life an intimate reflection of the humble flora and fauna that they communicate with as kin: swift, resilient, and pervasive, but above all, interconnected. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Expansive Recovery | | 6th | Natural Celerity | | 10th | Rapid Regrowth | | 14th | Spell Proliferation | ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: #### Circle Spells *2nd-level Circle of the Grassland feature* ___ Your magic is touched by the sweeping plains, giving you access to spells that traverse distances, figurative and literal. You learn the *message* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *bless, gift of alacrity* | | 3rd | *invisibility, pass without trace* | | 5th | *haste, sending* | | 7th | *dimension door, divination* | | 9th | *dream, steel wind strike* | #### Expansive Recovery *2nd-level Circle of the Grassland feature* ___ You can recover some of your druidic magic by communing with the savannas and prairies. 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. If you use this feature in a grassland environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Natural Celerity *6th-level Circle of the Grassland feature* ___ Your spells are bolstered by the swiftness necessary for life to thrive on open grassland, for its flat landscapes leave exposed creatures vulnerable to attack. When you cast a spell from your Circle Spell list that has a casting time of 1 action, you can change the casting time to 1 bonus action. #### Rapid Regrowth *10th-level Circle of the Grassland feature* ___ The short stature of grassland flora belies a hidden resilience, able to grow back time and time again despite numerous hardships. You become capable of tapping into a similar vitality yourself, partially healing recent injuries. You can expend a Wild Shape usage as an action to select a creature that you can see within 60 feet of you. It regains hit points equal to half of all hit points it lost since the end of its last turn (rounded up). #### Spell Proliferation *14th-level Circle of the Grassland feature* ___ Your magic gains a semblance of life outside of you, letting it persist beyond your control. Whenever the effect of one of your spells with a duration of 1 minute or longer would end, you can have it do so at the end of your next turn instead. ![grassland](https://files.catbox.moe/ccqapw.jpg) {position:absolute;bottom:-60px;left:-95px;width:120%;transform:scaleX(-1)} ![grassland_stain](https://files.catbox.moe/emt5mf.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Mountain High above the rest of the world, the most imperious of druids can be found in the Circle of the Mountain. Often serious or even regal in demeanour, many of them take great pride in their strength, their magic manifesting in similarly spectacular ways, both to instil awe and respect for the lands that they are responsible for balancing, and to demonstrate its overwhelming power to those who would desecrate it. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Lofty Recovery | | 6th | Earth's Ascent | | 10th | Esteemed Authority | | 14th | Unshakable Fortitude | #### Circle Spells *2nd-level Circle of the Mountain feature* ___ Your connection to the world's highest points grants you access to spells that shake the earth and sky with your very presence. You learn the *booming blade* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *command, shield* | | 3rd | *immovable object, shatter* | | 5th | *counterspell, fly* | | 7th | *stoneskin, storm sphere* | | 9th | *destructive wave, wall of stone* | #### Lofty Recovery *2nd-level Circle of the Mountain feature* ___ You can recover some of your druidic magic by communing with the alps and hills. 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. If you use this feature in a mountainous environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Earth's Ascent *6th-level Circle of the Mountain feature* ___ The magic of the peaks lets you instil others with the power to aspire towards them. As a bonus action, you can touch a willing creature to grant it a flying speed of 60 feet until the end of your next turn, before safely descending as if under the effects of *feather fall*. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. ::::::::::::::::::::::::::::::::::::::::::::::: : {} #### Esteemed Authority *10th-level Circle of the Mountain feature* ___ Mountains tower over men like natural deities - you become capable of channelling this authority, compelling others to kneel before you in reverence. As part of casting a spell from your Circle Spell list, you can expend a Wild Shape usage. If you do so, whenever the spell deals damage to a creature, it must succeed on a Constitution saving throw against your spell save DC or have its speed become 0 until the end of its next turn and be knocked prone. A creature that fails its Constitution saving throw while prone becomes stunned until the end of its next turn instead. #### Unshakable Fortitude *14th-level Circle of the Mountain feature* ___ Like the mountains themselves, you can weather even the harshest of blows. You can cast *stoneskin* without using your concentration or material components. ![mountain](https://files.catbox.moe/oi4pth.png) {position:absolute;top:-14px;right:-250px;width:120%} ![mountain_stain](https://files.catbox.moe/9ol3fg.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Swamp Often misunderstood and even reviled, druids of the Circle of the Swamp have a reputation for being pragmatic and deceptive, often using their magic in underhanded ways, from their use of poisons to their tendency to ambush foes. Many of these druids consider such tactics necessary: despite the many dangers the lands they protect possess, they know it is far more vulnerable to destruction than its appearance would suggest, but little understanding is given to life that can maim and kill, even if it too is trying to survive. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Hydric Recovery | | 6th | Hidden Peril | | 10th | Viral Inoculation | | 14th | Will-o'-the-Wisp | #### Circle Spells *2nd-level Circle of the Swamp feature* ___ Your connection to the water-saturated lands grants you access to magic that incapacitates and confuses. You learn the *primal savagery* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *faerie fire, fog cloud* | | 3rd | *blindness/deafness, suggestion* | | 5th | *stinking cloud, water walk* | | 7th | *compulsion, freedom of movement* | | 9th | *cloudkill, transmute rock* | #### Hydric Recovery *2nd-level Circle of the Swamp feature* ___ You can recover some of your druidic magic by communing with the bogs and marshes. 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. If you use this feature in a swamp environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Hidden Peril *6th-level Circle of the Swamp feature* ___ You learn to use the element of surprise to more easily debilitate your foes. Creatures that are unable to see or hear you must make any checks or saving throws against your spells at disadvantage. Additionally, the speed of any creature that fails its saving throw against a *stinking cloud* or *cloudkill* you create becomes 0 until the start of its next turn. #### Viral Inoculation *10th-level Circle of the Swamp feature* ___ Constant exposure to the wetlands has left you stronger against its denizens and perils. You have a +2 bonus to saving throws against being charmed or frightened, and are immune to poison and disease. #### Will-o'-the-Wisp *14th-level Circle of the Swamp feature* ___ You become capable of vanishing in the face of danger, leaving foes swinging at apparitions. You can expend a Wild Shape usage to cast *mislead* as a reaction to a spell or attack roll without using your concentration. As part of this reaction, you can attempt to hide and move a distance up to your speed. If this movement causes you to leave the range of the spell or attack, you avoid its effects, your illusory double appearing as if it received it in your stead. Once you use this feature, you can't use it again until you finish a short or long rest. ![swamp](https://files.catbox.moe/6b53w2.png) {position:absolute;top:375px;left:400px;width:52%;transform:scaleX(-1)} ![swamp_stain](https://files.catbox.moe/b276sh.png) {position:absolute;top:0px;left:0px;width:816px} \page ### Circle of the Underdark Drawing strength from the caves and caverns under the earth, druids of the Circle of the Underdark wield magic shaped by this alien environment, manifesting both as physical adaptations and even psychic abilities, mirroring some of the denizens residing deep below. While much of the life here is hostile and strange, many of these druids still do their best to mediate it. Some of them are even said to guide lost travellers back to safety, or if they are feeling less charitable, terrifying them away with their deepest fears, reading their innermost thoughts as effortlessly as any aberration. | Druid Level | Features | | :----------:|:------------------------------------------------------| | 2nd | Circle Spells, Subterranean Recovery | | 6th | Eyeless Sight | | 10th | Sense the Subconscious | | 14th | Breathless Speech | #### Circle Spells *2nd-level Circle of the Underdark feature* ___ Your gain access to magics over the physical and men-tal darkness lurking underneath the surface of the normal world. You learn the *mind sliver* cantrip. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day. | Druid Level | Spells | | :----------:|:---------------------------------------------- | | 2nd | *dissonant whispers, hideous laughter* | | 3rd | *calm emotions, darkness* | | 5th | *fear, gaseous form* | | 7th | *greater invisibility, stone shape* | | 9th | *telekinesis, telepathic bond* | #### Subterranean Recovery *2nd-level Circle of the Underdark feature* ___ You can recover some of your druidic magic by communing with the cavernous depths. 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. If you use this feature in an underground environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest. #### Eyeless Sight *6th-level Circle of the Underdark feature* ___ The things that crawl throughout caves and caverns have no need for light to see, and you are no exception. As a bonus action, you can expend a Wild Shape usage to touch a willing creature and grant it blindsight out to a range of 15 feet for 1 hour. :::::::::::::::::::::::::::::::::::::::::::: : {height:5.5px} #### Sense the Subconscious *10th-level Circle of the Underdark feature* ___ You learn to treat the mind like a network of caves and caverns, letting you delve into the very hearts of others as easily as you do the underground. You can cast *detect thoughts* without using your concentration, spell slots, or components, and can reach its effect out to creatures up to 60 feet away. Wisdom is your spellcasting ability for this spell. Additionally, if you read a creature's thoughts that you can't see, you become capable of seeing it until the spell ends, or if you shift your attention to another creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Breathless Speech *14th-level Circle of the Underdark feature* ___ You become capable of drawing on some of your magic even while robbed of air. You can cast spells granted by your Druid subclass features without requiring any spell components, and can hold your breath indefinitely. ![underdark](https://files.catbox.moe/ze1oci.jpg) {position:absolute;top:-48px;right:-60px;width:65%} ![underdark_stain](https://files.catbox.moe/razluq.png) {position:absolute;top:0px;left:0px;width:816px} \page {{bc-wrapper {{backcover ![background image](https://files.catbox.moe/qibb23.jpg){position:absolute,top:0px,left:220px,max-height:100%,transform:scaleX(-1)}

# Circles of the Land ___ {{Covertext

If you ever wished that the Circle of the Land Druid had a little more variety, this compendium might be for you! The provided subclasses take the core of the Land Druid and transforms it into eight entirely new Druid Circles.

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Arctic - Coast - Desert - Forest - Grassland Mountain - Swamp - Underdark

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Version 1.0 - Created by /u/Korvinagor

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Artist Credits:

Front - Elf Druid, [Lizzart](https://lizzart-zardonicz.tumblr.com/post/636637728631635968/neat-buff-elf-druid-been-playing-baldurs-gate)
Page 1 - Drawing, [DoPq](https://yy6244.tumblr.com/post/171825608426/drawing-httpstwittercomyy62401)
Page 2 - Riptide Poseidon, [Jon Neimeister](https://www.artstation.com/artwork/PdnE1)
Page 3 - Traveler, [kun qin](https://www.artstation.com/artwork/mBd1)
Page 4 - (Flighty) Shallow Forest Spirit, [Toru-meow](https://www.deviantart.com/toru-meow/art/Flighty-Shallow-Forest-Spirit-394372784)
Page 5 - TEPA, [ovopack](https://www.furaffinity.net/view/7407771/)
Page 6 - 'tis cold, [Schrödinger's Cat Is](https://tt-vision.tumblr.com/post/175382074788)
Page 7 - Pause From the Hunt, [Sam Hogg](https://www.artstation.com/samhogg)
Page 8 - Herculean, [Notesz](https://www.argentarchives.org/node/253588)
Back - Cernunnos, [LoranDeSore](https://www.deviantart.com/lorandesore/art/Cernunnos-691273981) : ___ }} {{classlogo }} {{logo,words }} }} }}