System	
  Reference	
   Document	
  5.1 	
   22	
  
	
   Once	
  you	
  gain	
  access	
  to	
  a	
  circle	
  spell,	
  you	
  alway s	
  
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.	
  
Arctic	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   hold	
  person,	
  spike	
  growth	
  
5th	
   sleet	
  storm,	
  slow	
  
7th	
   freedom	
  of	
  movement ,	
  ice	
  storm	
  
9th	
   commune	
  with	
  nature ,	
  cone	
  of	
  cold	
  
Coast	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   mirror	
  image,	
  misty	
  step	
  
5th	
   water	
  breathing,	
  water	
  walk	
  
7th	
   control	
  water,	
  freedom	
  of	
  movement 	
  
9th	
   conjure	
  elemental,	
  scrying	
  
Desert	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   blur,	
  silence	
  
5th	
   create	
  food	
  and	
  water ,	
  protection	
  from	
  
energy	
  
7th	
   blight,	
  hallucinatory	
  terrain 	
  
9th	
   insect	
  plague,	
  wall	
  of	
  stone	
  
Forest	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   barkskin,	
  spider	
  climb	
  
5th	
   call	
  lightning,	
  plant	
  growth	
  
7th	
   divination,	
  freedom	
  of	
  movement 	
  
9th	
   commune	
  with	
  nature ,	
  tree	
  stride	
  
Grassland	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   invisibility,	
  pass	
  without	
  trace 	
  
5th	
   daylight,	
  haste	
  
7th	
   divination,	
  freedom	
  of	
  movement 	
  
9th	
   dream,	
  insect	
  plague	
  
Mountain	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   spider	
  climb,	
  spike	
  growth	
  
5th	
   lightning	
  bolt,	
  meld	
  into	
  stone	
  
7th	
   stone	
  shape,	
  stoneskin	
  
9th	
   passwall,	
  wall	
  of	
  stone	
  
Swamp	
  
Druid	
  Level	
   Circle	
  Spells	
  
3rd	
   acid	
  arrow,	
  darkness	
  
5th	
   water	
  walk,	
  stinking	
  cloud	
  
7th	
   freedom	
  of	
  movement ,	
  locate	
  creature	
  
9th	
   insect	
  plague,	
  scrying	
  
Land’s Stride 
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	
  imped e	
  movement,	
  such	
  those	
  
created	
  by	
  the	
   entangle	
  spell.	
  
Nature’s Ward 
When	
  you	
  reach	
  10th	
  level,	
  you	
  can’t	
  be	
  charmed	
  or	
  
frightened	
  by	
  elementals	
  or	
  fey,	
  and	
  you	
  are	
  immune	
  
to	
  poison	
  and	
  disease. 	
  
Nature’s Sanctuary 
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. 	
  
Sacred Plants and Wood  
A	
  druid	
  holds	
  certain	
  plants	
  to	
   be	
  sacred,	
  particularly	
  alder,	
  
ash,	
  birch,	
  elder,	
  hazel,	
  holly,	
  juniper,	
  mistletoe,	
  oak,	
  rowan,	
  
willow,	
  and	
  yew.	
  Druids	
  often	
  use	
  such	
  plants	
  as	
  part	
  of	
  a	
  
spellcasting	
  focus,	
  incorporating	
  lengths	
  of	
  oak	
  or	
  yew	
  or	
  
sprigs	
  of	
  mistletoe. 	
  
Similarly,	
  a	
  druid	
  u ses	
  such	
  woods	
  to	
  make	
  other	
  objects,	
  
such	
  as	
  weapons	
  and	
  shields.	
  Yew	
  is	
  associated	
  with	
  death	
  
and	
  rebirth,	
  so	
  weapon	
  handles	
  for	
  scimitars	
  or	
  sickles	
  might	
  
be	
  fashioned	
  from	
  it.	
  Ash	
  is	
  associated	
  with	
  life	
  and	
  oak	
  with	
  
strength.	
  These	
  woods	
  make	
  excellen t	
  hafts	
  or	
  whole	
  
weapons,	
  such	
  as	
  clubs	
  or	
  quarterstaffs,	
  as	
  well	
  as	
  shields.	
  
Alder	
  is	
  associated	
  with	
  air,	
  and	
  it	
  might	
  be	
  used	
  for	
  thrown	
  
weapons,	
  such	
  as	
  darts	
  or	
  javelins. 	
  
Druids	
  from	
  regions	
  that	
  lack	
  the	
  plants	
  described	
  here	
  
have	
  chosen	
  other	
  plant s	
  to	
  take	
  on	
  similar	
  uses.	
  For	
  
instance,	
  a	
  druid	
  of	
  a	
  desert	
  region	
  might	
  value	
  the	
  yucca	
  
tree	
  and	
  cactus	
  plants. 	
  