Circle of the Land |
|
---|---|
![]() |
|
Subclass Features |
|
♦ Level 2Bonus CantripCarried by the Wind: Casting a spell of level 1 makes you automatically take the Disengage action for free and gain 10' movement speed until the end of your turn. Level 2 Natural RecoveryOnce per day when you complete a short rest, you can recover a number of expended spell slots (max 5rh level) up to half of your druid level rounded up. ♦ Level 3Circle SpellsSelect a terrain type that grants a range of spells that are always treated as prepared. Forest, Grassland, Mountain, Swamp, Desert, Coast or Arctic. ♦ Level 6Land's StrideMoving through difficult terrain does not cost extra movement and you are immune to magical plants that eimpedede movement, such as a the Entangle or Spike Growth Spells. ♦ Level 10Nature's WardYou are immune to charm or fear effects caused by elementals or feys, as well as to poison and disease. |
Circle of the Land is a Subclass in Solasta: Crown of the Magister available in the Primal Calling DLC. Circle of the Land is a subclass of the Druid Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
The Circle of the Land is made up of mystics and sages who safeguard the ancient knowledge of the Old Faith. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
Circle of the Land Information
Circle of the Land Subclass Features
Level 2
- Bonus Cantrip: Learn a druid cantrip of your choice.
- Natural Recovery: Once per day when you complete a short rest, you can recover a number of expended spell slots (max 5rh level) up to half of your druid level rounded up.
Level 3
- Circle Spells: Select a terrain type that grants a range of spells that are always treated as prepared. Forest, Grassland, Mountain, Swamp, Desert, Coast or Arctic.
Terrain | 3rd Level | 5th Level | 7th Level | 9th Level |
Forest | Barkskin, Spider Climb | Call Lightning, Slow | Phantasmal Killer, Freedom of Movement | Insect Plague, Contagion |
Grassland | Invisibility, Pass Without Trace | Daylight, Haste | Greater Invisibility, Freedom of Movement | Mind Twist, Insect Plague |
Mountain | Spider Climb, Spike Growth | Lightning Bolt, Stinking Cloud | Black Tentacles, Stoneskin | Cloudkill, Hold Monster |
Swamp | Darkness, Acid Arrow | Hypnotic Pattern, Stinking Cloud | Stoneskin, Freedom of Movement | Contagion, Insect Plague |
Desert | Blur, Silence | Create Food, Protection From Energy | Blight, Giant Insect | Cloudkill, Insect Plague |
Coast | Invisibility, Misty Step | Daylight, Create Food | Dimension Door, Freedom of Movement | Conjure Elemental, Dominate Person |
Arctic | Hold Person, Spike Growth | Sleet Storm, Slow | Freedom of Movement, Ice Storm | Cone of Cold, Hold Monster |
Level 6
- Land's Stride: Moving through difficult terrain does not cost extra movement and you are immune to magical plants that eimpedede movement, such as a the Entangle or Spike Growth Spells.
Level 10
- Nature's Ward: You are immune to charm or fear effects caused by elementals or feys, as well as to poison and disease.
Circle of the Land Tips & Builds
- Note 1
- Note 2
Got to hate spells that eimpedede movement.
1
+10
-1