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Sub Class Circle of the Land: Underdark
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- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. 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.
- (Level 3) Circle Spells
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Land's Stride:
(Level 6)
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 as those created by the Entangle spell. - Nature's Ward: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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.