System Reference Document 5.2.1
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Druid Subclass:  
Circle of the Land
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 stand -
ing stones to whisper primal secrets in Druidic. The 
circle’s wisest members preside as the chief priests 
of their communities.
Level 3: 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
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Blight
9 Wall of Stone
Polar Land
Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5 Sleet Storm
7 Ice Storm
9 Cone of Cold
Temperate Land
Druid Level Circle Spells
3 Misty Step, Shocking Grasp , Sleep
5 Lightning Bolt
7 Freedom of Movement
9 Tree Stride
Tropical Land
Druid Level Circle Spells
3 Acid Splash, Ray of Sickness , Web
5 Stinking Cloud
7 Polymorph
9 Insect Plague
Level 3: 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 cen-
tered 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).
Level 6: Natural Recovery
You can cast one of the level 1+ spells that you have 
prepared from your Circle Spells feature without 
expending a spell slot, and you must finish a Long 
Rest before you do so again.
 In addition, when you finish a Short Rest, you can 
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 (round up), and none 
of them can be level 6+. For example, if you’re a level 
6 Druid, you can recover up to three levels’ worth of 
spell slots. You can recover a level 3 spell slot, a level 
2 and a level 1 spell slot, or three level 1 spell slots. 
Once you recover spell slots with this feature, you 
can’t do so again until you finish a Long Rest.
Level 10: Nature’s Ward
You are immune to the Poisoned condition, and you 
have Resistance to a damage type associated with 
your current land choice in the Circle Spells feature, 
as shown in the Nature’s Ward table.
Nature’s Ward
Land Type Resistance
Arid Fire
Polar Cold
Land Type Resistance
Temperate Lightning
Tropical Poison
Level 14: Nature’s Sanctuary
As a Magic action, you can expend a use of your Wild 
Shape and cause spectral trees and vines to appear 
in a 15-foot Cube on the ground within 120 feet of 
yourself. They last there for 1 minute or until you 
have the Incapacitated condition or die. You and 
your allies have Half Cover while in that area, and 
your allies gain the current Resistance of your Na-
ture’s Ward while there.
 As a Bonus Action, you can move the Cube up to 
60 feet to ground within 120 feet of yourself.