Circle of the Land is a Subclass of Druid in Baldur's Gate 3. Circle of the Lands primary ability is Wisdom, their saving throw proficiencies are Intelligence and Wisdom, and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour and Shields.

 

Keepers of the Old Faith, these Druids are connected to arctic wastelands, sunny coasts, scorching deserts, fair forests, green grasslands, tall mountains, treacherous swamps and even the vast and otherworldly realm of the Underdark. Based on what type of geography they’re connected to, they gain additional power

The Circle of the Land Subclass has a heavy focus on the use of Nature Magic, and allows the Druid to regain some Spells after a Short Rest. 

 
 
 
 
 
 
 
 
 

 

Circle of the Land Subclass Initial Features

  • Wild Shape: As an action, you can assume the form of a beast. You may transform twice per short rest.
  • Natural Recovery: Once per day out of combat, you can replenish expended spell slots, which allow you to cast spells.

 

Inherited Druid Features

 

Circle of the Land Progression

  • Note that Druids begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.

 

 

Level 2

 



Level 3

 

 

Level 4

 

 

Level 5

Druid Features

 

Pick 1 Spell Circles

Your mystical connection to the land manifests with the ability to cast certain spells.
You can two spells that are always ready.

 

  

Circle of the Land Tips & Builds

  • Note 1
  • Note 2

 

 

Classes
Arcane Trickster  ♦  Barbarian  ♦  Bard  ♦  Battle Master  ♦  Beast Master  ♦  Berserker  ♦  Circle of the Moon  ♦  Cleric  ♦  College of Lore  ♦  College of Valour  ♦  Draconic Bloodline  ♦  Druid  ♦  Eldritch Knight  ♦  Fighter  ♦  Hunter  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Monk  ♦  Nature Domain  ♦  Oath of the Ancients  ♦  Oathbreaker  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Tempest Domain  ♦  The Fiend  ♦  The Great Old One  ♦  Thief  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Wild Magic  ♦  Wizard



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    • Anonymous

      Note that the spells associated with each circle (that become "always prepared") when you choose your second spell circle at level 5 are different than the spells that were listed for each circle at level 3. The spells for each circle at level 5 are as follows:

      SPELL CIRCLES (LEVEL 5 VERSION)
      Artic: Sleet Storm, Haste
      Coast: Sleet Strom, Call Lightning
      Desert: Protection from Energy, Hypnotic Pattern
      Forest: Call Lightning, Plant Growth
      Grassland: Daylight, Haste
      Mountain: Call Lightning, Fly
      Swamp: Stinking Cloud, Vampiric Touch
      Underdark: Gaseous Form, Stinking Cloud

      It's worth noting that some of the spells offered for each circle are not under the list of spells you naturally get as a druid that require a spell slot of level 3 or higher to cast (as far as I can tell in early access with a 'character' level 5 cap). Notable are the spells Hypnotic Pattern, a 2 turn concentration wisdom save AoE CC (The CC on a particular affected enemy will break if they take damage. You don't get advantage when attacking an affected enemy), Haste, a 10 turn concentration haste potion buff for either yourself or someone else in your party, and Fly, a 10 turn concentration ability to fly. The remaining spells you don't get naturally, which include Stinking Cloud, Vampiric Touch, and Gaseous Form are also possibly very useful, but I haven't had time to test these myself.

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