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Druid

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 of 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 mysterious rites.

Level Prepared Spells
3Blur, Burning Hands, Dust Devil, Fire Bolt, Hellish Rebuke
5Daylight, Fireball
7Blight, Wall of Fire
9Flame Strike, Wall of Stone
Level Prepared Spells
3Fog Cloud, Hold Person, Ice Knife, Ray of Frost, Snilloc’s Snowball Swarm
5Sleet Storm, Slow
7Ice Storm, Storm Sphere
9Cone of Cold, Maelstrom
Level Prepared Spells
3Misty Step, Shocking Grasp, Sleep, Warding Wind, Thunderwave
5Lightning Bolt, Thunderstep
7Freedom of Movement, Locate Creature
9Tree Stride, Control Winds
Level Prepared Spells
3Acid Splash, Melf’s Acid Arrow, Ray of Sickness, Tasha’s Caustic Brew, Web
5Stinking Cloud, Gaseous Form
7Polymorph, Vitriolic Sphere
9Insect Plague, Cloudkill
Land Type Resistance
AridFire
ArticCold
TemperateLightning
TropicalPoison
STR DEX CON
20 (+5)14 (+2)19 (+4)

Subclass Features

Lv 3

Land’s Aid

You can expend a use of your Wild Shape and choose a point within 60 ft of you. Life giving flowers bloom alongside life taking thorns in a 10 ft diameter. Each creature of your choice within the area of effect must make a CON saving throw DC equal to your spell save DC taking 2D6 Necrotic damage on a failed save and half as much on a successful one. One target within the area of effect regains 2D6 hit points.

Circle Spells

Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare. Choose one of the following selections as your Land spells. You can change your selection on a long or short rest.

Arid Land

Arctic Land

Temperate Land

Tropical Land

Lv 6

Natural Recovery

Your connection with the land replenishes your arcane power. Once per long rest you can cast a 1st level spell or greater without expending a spell slot from your Circle spell list.

Once per short rest you can recover spell slots worth half your Druid level. For example as a level 6 Druid you could regain 2 level 3 spell slots or a similar combination.

Lv 10

Improved Land’s Aid

The land reacts strongly to your love and care. The damage dealt and healed with your Land’s Aid feature increases to 3D6.

Nature’s Ward

The land seeks to protect you as you protect it. You are Immune to the Poisoned condition. You can Resistance to a damage type associated with the land choice from your current Circle of Land

Lv 14

Improved Land’s Aid

The land seeks to aid you further. The damage dealt and healed with your Land’s Aid feature increases to 4D6.

Nature’s Sanctuary

You can expend a use of Wild Shape and cause spectral trees to sprout in a 15 ft cube within 120 ft. You can move the area 60 ft per turn as long as it remains within 120 ft from you. Creatures of your choice within the area gain Resistance from your Nature’s Ward damage type and have the benefits of Half Cover. The effects disappear if you die or become Incapacitated.

Lv 17

Elemental Form

Once per long rest your use of Wild Shape can change you into a heightened form. You appear as a hulking humanoid mass of elemental energy. Either smoldering earth (Arid), crystalline ice (Artic), a crackling with energy (Temperate), or oozing with acrid vapors (Tropical). The temporary hit points you gain are equal to twice your Druid level. You have the following features

AC: 18

Speed: 40 ft Fly

Skills: STR +11, CON +10

Senses: Passive Perception 18

Features: Blind Sight 60 ft, Immunity to your Circle of Land damage type

Land’s Upheaval: The area within 30 ft of your is Difficult Terrain. When you leave this form any number of targets you choose within your Land’s Upheaval range, must make a DC 16 DEX saving throw taking 4D12 damage of your Circle of Land damage type on a failed save and half as much on a successful one.

Actions

Elevate Spell: When you use your action to cast a leveled spell that can be upcasted, it is cast as a level above the slot used to cast it.

Elemental Slam: You make an unarmed attack dealing 1D10 damage of your Circle of Land damage type.