Bonus Cantrip
When you choose this encircle at 2nd level, you learn one extra druid cantrip of your choice. This cantrip doesn ’ metric ton reckon against the number of druid cantrips you know .
natural convalescence
Starting at 2nd floor, you can regain some of your charming energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The go slots can have a combined level that is peer to or less than half your druid degree ( rounded up ), and none of the slots can be 6th level or higher. You ca n’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 while slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystic connection to the country 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 estate where you became a druid. Choose that estate – north-polar, slide, desert, forest, grassland, mountain, deluge, or Underdark – and consult the consociate number of spells .
once you gain access to a circle enchantment, you always have it train, and it does n’t count against the number of spells you can prepare each day. If you gain access to a spell that does n’t appear on the druid go tilt, the go is however a druid spell for you.
Land ‘s Stride
Starting at 6th grade, moving through nonmagical unmanageable terrain costs you no extra campaign. You can besides pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar venture .
In accession, 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
When you reach 10th degree, you ca n’t be charmed or frightened by elementals or fey, and you are immune to poison and disease .
nature ‘s Sanctuary
When you reach 14th level, creatures of the natural global sense your association to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving shed against your druid spell save DC. On a fail save, the creature must choose a different target, or the assail automatically misses. On a successful spare, the creature is immune to this effect for 24 hours .
The animal is aware of this effect before it makes its attack against you .