Circle of the Land |
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Initial Circle of the Land Features |
Inherited Druid Features |
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Initial Features and Actions |
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
- Spell Slots Unlocked: Casting Spells consumes spell slots. You gain 2 level 1 spells slots, which are restored on a long rest.
- Wisdom Saving Throw Proficiency: Add your Proficiency Bonus to Wisdom Saving Throws.
- Intelligence Saving Throw Proficiency: Add your Proficiency Bonus to Intelligence Saving Throws.
- Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
- Medium Armour Proficiency: Wearing Medium Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
- Shield Proficiency: Wearing a Shield will not impose disadvantage on your attacks or prevent the casting of Spells.
- Club Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Clubs.
- Dagger Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Daggers.
- Dart Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Darts
- Javelin Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Javelins
- Mace Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Maces
- Quarterstaff Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Quarterstaffs
- Scimitar Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Scimitars
- Sickle Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Sickles
- Sling Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Slings
- Spear Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Spears
- Druids can speak to animals while in their wild shape forms.
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
Prepare 5 Spells from
You may only prepare spells you have already learned
Circle of the Land Actions
Pick 1 Cantrips From
Level 3
Druid Features
- Spell Slots Unlocked (1 LvL 1 Slot)
- Spell Slots Unlocked (2 LvL 2 Slots)
Prepare 6 Spells From
You may only prepare spells you have already learned
Darkvision - new
Barkskin - new
Enhance Ability - new
Flame Blade - new
Flaming Sphere - new
Heat Metal - new
Spike Growth - new
Protection from Poison - new
Pass without Trace - new
Moonbeam - new
Lesser Restoration - new
Hold Person - new
Level 4
Prepare 7 Spells From
You may only prepare spells you have already learned
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Speak with Animals
Thunderwave
Darkvision
Barkskin
Enhance Ability
Flame Blade
Flaming Sphere
Heat Metal
Spike Growth
Protection from Poison
Pass without Trace
Moonbeam
Lesser Restoration
Hold Person
Misty Step - new
Mirror Image - new
Pick 1 Feat From
- Ability Improvement
- Athlete
- Defensive Duelist
- Dual Wielder
- Great Weapon Master
- Lightly Armoured
- Magic Initiate: Bard
- Magic Initiate: Cleric
- Magic Initiate: Druid
- Magic Initiate: Sorcerer
- Magic Initiate: Warlock
- Magic Initiate: Wizard
- Martial Adept
- Mobile
- Moderately Armoured
- Shield Master
- Skilled
- Tough
- Weapon Master
Level 5
New Level 3 Spells
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 |
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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