

There's nothing that says you lose concentration when you hit 0 HP, though, and Faithful Summons doesn't require you to be incapacitated either. You just have to make the saving throw as normal. So you should hit still hit 0 HP when knocked out of Wild Shape to activate Faithful Summons, but you're never Unconscious or Incapacitated to break Concentration. Wild Shape specifies that you don't go Unconscious unless the damage you take pushes you to 0 HP in your humanoid form, but does say you revert when you drop to 0 HP while Wild Shaped. Normally reaching 0 HP causes Unconciousness, which then causes Incapacitation, which breaks concentration. At no time are you actually at 0 HP and therefore incapacitated instead you just turn back into a human(oid).There's nothing that says you lose concentration when you hit 0 HP, though, and Faithful Summons doesn't require you to be incapacitated either.

The creature is aware of this effect before it makes its attack against you.As a druid, I would hope this interpretation isn't true, because incapacitation causes you to lose concentration, and if you automatically lose concentration whenever you're knocked out of Wild Shape, that is bad news. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature must choose a different target, or the attack automatically misses. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. Nature’s SanctuaryWhen you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. Nature’s WardWhen you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. 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. Land’s StrideStarting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. 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.Ĭreate Food and Water, Protection from Energy 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. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.Ĭhoose that land- arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells.

You can recover either a 2nd-level slot or two 1st-level slots.Ĭircle SpellsYour mystical connection to the land infuses you with the ability to cast certain spells. You can’t use this feature again until you finish a long rest.įor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. 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. During a short rest, you choose expended spell slots to recover. Natural RecoveryStarting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature.

As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.īonus CantripWhen you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition.
