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Circle of the Land

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Circle of the Land is one of the Subclasses of Druid. These Druids are more specialized in spellcasting to attack enemies or support allies in combat. They also have the ability to recover a certain amount of Spell Slots once per day.

Subclass features[edit | edit source]

This subclass obtains all the features from its base class, Druid, in addition to its unique features outlined below.

Level 2

Natural Recovery Natural Recovery (Action + Natural Recovery Charge)
Replenish expended Spell Slots while out of combat.
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Natural Recovery Charges: 1
The combined number and level of Spell Slots the Natural Recovery action can restore.
Replenished by Long Rest
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Bonus Cantrip
Choose an additional Cantrip from the Druid spell list.

Level 3

Natural Recovery Charges: 2
The combined number and level of Spell Slots the Natural Recovery action can restore.
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2nd Level Circle of the Land Spells
Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.
Desert Desert
Blur Blur*
Silence Silence*
Underdark Underdark
Web Web*
Misty Step Misty Step*
  • Spells marked with * are not on the druid spell list.
  • (Note: Circle of the Land is chosen at levels 3, 5, 7 and 9. At each of these levels, you can select any of the 8 Land choices, regardless of what you have chosen previously)

Level 5

Natural Recovery Charges: 3
The combined number and level of Spell Slots the Natural Recovery action can restore.
Replenished by Long Rest
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3rd Level Circle of the Land Spells
Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.
Arctic
Sleet Storm Sleet Storm
Haste Haste*

Level 6

Land's Stride: Difficult Terrain Land's Stride: Difficult Terrain
You have become an expert at moving through the wilderness. Difficult Terrain no longer slows you down.
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The following features are not listed anywhere, but are nonetheless granted:

Land's Stride: Advantage Land's Stride: Advantage
You have become an expert at moving through the wilderness. You have Advantage Icon.png Advantage on Saving throws against plants that are magically created to impede your movement.
Land's Stride: Plants Land's Stride: Plants
You have become an expert at moving through the wilderness. Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.

Level 7

Natural Recovery Charges: 4
The combined number and level of Spell Slots the Natural Recovery action can restore.
Replenished by Long Rest
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4th Level Circle of the Land Spells
Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.

Level 9

Natural Recovery Charges: 5
The combined number and level of Spell Slots the Natural Recovery action can restore.
Replenished by Long Rest
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5th Level Circle of the Land Spells
Gain access to Spells associated with one of eight Lands (even if those Spells are not Druid Spells). These Spells are always prepared and do not count against the number of Spells you can prepare.

Level 10

Nature's Ward Nature's Ward
You can't be Charmed Charmed or Frightened Frightened by elementals and fey. Disease and poison also no longer affect you.

Level 11

Natural Recovery Charges: 6
The combined number and level of Spell Slots the Natural Recovery action can restore.
Replenished by Long Rest

External links[edit | edit source]