Once you gain access to one of these spells, you always 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.

In addition, choose an additional type of land. You gain access to circle spells associated with that type of land as well. Over the course of a long rest, you may attune to the surrounding terrain to gain access to its circle spells instead. When you do so, you lose access to the circle spells associated with the previous additional land you had chosen or attuned to.

At 2nd level, you learn one additional druid cantrip of your choice. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

Once you gain access to one of these spells, you always 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.

At 2nd level, you learn the message cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Dreams Spells table.

Natural Recovery

Starting at 2nd level, 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. You can't use this feature again until you finish a long rest.

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 impede movement, such those created by the entangle spell.

Nature's Ward

When you reach 10th level, 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. In addition, you are immune to poison and disease.

Gift of the Wilds

At 14th level, you may cast a circle spell from any type of land associated with this circle. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a druid spell, it counts as a druid spell when you cast it. You can't use this feature again until you finish a short or long rest.

Circle of the Moon

At 2nd level, you learn the primal savagery cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Moon Spells table.

Once you gain access to one of these spells, you always 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.

Circle Spells

Druid Level Spells 3rd alter self, moonbeam 5th gaseous form, water breathing 7th guardian of nature, stoneskin 9th conjure elemental, reincarnate

Circle of the Shepherd

At 2nd level, you learn the infestation cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Shepherd Spells table.

Once you gain access to one of these spells, you always 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.

Circle Spells