Druidic Circle: Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that venerate nature as the primal force in the world, and serve as advisors to the numerous provincial and city leaders, particularly among the Hordes. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
name = 'Circle of the Land'
description = "***Druidic Circle: Circle of the Land.*** The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's ways."
Bonus Cantrip
2nd-level Circle of the Land feature
You learn one additional druid cantrip of your choice.
def level2(npc):
def boostcantrips(npc): npc.spellcasting['Druid'].maxcantripsknown += 1
npc.defer(lambda npc: boostcantrips(npc) )
Natural Recovery
2nd-level Circle of the Land feature
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.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
npc.defer(lambda npc: npc.traits.append(f"***Natural Recovery (Recharges on long rest).*** During a short rest, you can recover up to {(npc.levels('Druid') + 1) // 2} total spell slots of less than 6th level.") )
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.
Once you gain access to a circle spell, 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.
choices = {
'Arctic' : arcticcirclespells,
'Coast' : coastcirclespells,
'Desert' : desertcirclespells,
'Forest' : forestcirclespells,
'Grassland' : grasslandcirclespells,
'Mountain' : mountaincirclespells,
'Swamp' : swampcirclespells,
'Underdark' : underdarkcirclespells
}
(_, circlespells) = choose("Choose your Land: ", choices)
def circlespellsforlevel(npc):
results = []
if npc.levels(baseclass.name) >= 3: results += circlespells[3]
if npc.levels(baseclass.name) >= 5: results += circlespells[5]
if npc.levels(baseclass.name) >= 7: results += circlespells[7]
if npc.levels(baseclass.name) >= 9: results += circlespells[9]
npc.spellcasting[baseclass.name].spellsalwaysprepared += results
npc.defer(lambda npc: circlespellsforlevel(npc))
Arctic
Druid Level | Circle Spells |
---|---|
3rd | Hold Person, Ice Beam |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune with Nature, Cone of Cold |
Artic regions will be found only in southernmost Dradehalia or Chidia.
arcticcirclespells = {
3: ['hold person', "ice beam"],
5: ['slow', 'sleet storm'],
7: ['freedom of movement', 'ice storm'],
9: ['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 |
Many coastal Druids of the Land are found within the al'meara. Many Sea Reavers also have druids of this Circle on their decks.
coastcirclespells = {
3: ['mirror image', 'misty step'],
5: ['water breathing', 'water walk'],
7: ['freedom of movement', 'control water'],
9: ['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 |
While Azgaarnoth lacks the traditional sweeping-dunes-of-sand deserts, the parched tundras of southernmost Dradehalia are the same low-moisture deserts, and druids of these lands feel kinship to those of sand.
desertcirclespells = {
3: ['blur', 'silence'],
5: ['create food and water', 'protection from energy'],
7: ['blight', 'hallucinatory terrain'],
9: ['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 |
forestcirclespells = {
3: ['barkskin', 'spider climb'],
5: ['call lightning', 'plant growth'],
7: ['divination', 'freedom of movement'],
9: ['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 |
Grassland areas include the Ravenlands, most of Al'Uma, and Yithia. Parts of Dradehalia are also grassland, though colder than the regions further north.
grasslandcirclespells = {
3: ['invisibility', 'pass without trace'],
5: ['daylight', 'haste'],
7: ['divination', 'freedom of movement'],
9: ['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 |
The Daws mountains represent most of the mountainous regions in Azgaarnoth.
mountaincirclespells = {
3: ['spider climb', 'spike growth'],
5: ['lightning bolt', 'meld into stone'],
7: ['stone shape', 'stoneskin'],
9: ['passwall', 'wall of stone']
}
Swamp
Druid Level | Circle Spells |
---|---|
3rd | Darkness, Melf's Acid Arrow |
5th | Water Walk, Stinking Cloud |
7th | Freedom of Movement, Locate Creature |
9th | Insect Plague, Scrying |
Swamps abound in Yithia, and in southeatern Liria.
swampcirclespells = {
3: ['darkness', "melf's acid arrow"],
5: ['water walk', 'stinking cloud'],
7: ['freedom of movement', 'locate creature'],
9: ['insect plague', 'scrying']
}
Underdark
Druid Level | Circle Spells |
---|---|
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
underdarkcirclespells = {
3: ['spider climb', 'web'],
5: ['gaseous form', 'stinking cloud'],
7: ['greater invisibility', 'stone shape'],
9: ['cloudkill', 'insect plague']
}
Land's Stride
6th-level Circle of the Land feature
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.
def level6(npc):
npc.traits.append("***Land's Stride.*** 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
10th-level Circle of the Land feature
You can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
def level10(npc):
npc.damageimmunities.append('poison')
npc.conditionimmunities.append('poisoned')
npc.conditionimmunities.append('diseased')
Nature's Sanctuary
14th-level Circle of the Land feature
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.