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Dungeons & Dragonshas two types of druids. One likes to turn into animals and tear through goblin camps with tooth and claw, and the other prefers to wield the power of nature to cleanse the land of evil. A Circle of the Land druid is definitely in the latter camp.
If you want to be a dedicated spellcasting druid, then you’ll want to join the Circle of the Land. Your druid will receive powerful new spells, depending on the type of land they’re from, and you’ll be able to draw upon nature to restore your spell slots in a similar to wizards. Read on to learn how to become the ultimate nature-themed support caster by joining the Circle of the Land.

Updated on June 15, 2025, by Alfredo Robelo:Druids from the Circle of the Land continue to be master spellcasters, but using them with the updated 2024 Player’s Handbook rules has its fair share of differences. We’ve updated this article to include said differences, covering everything you need to know to become a spellcasting druid with the new rules.
Circle Of The Land Druid Features
Joining the Circle of the Land unleashes the full arsenal of nature’s magic. Starting at level two, youlearn an additional cantripas well asNature’s Recovery, which lets you regain spell slots equal to half your druid level rounded down with each short rest.
Starting at level three, you begin to learn additionalCircle Spells. The spells you learn will depend on your chosen land, which are detailed in the tables below.

Ninth Level
The Land you choose is up to you, butArctic,Desert,Grassland,Mountain, andUnderdarkhave themost useful spells.
Land’s Strideat level six allows you to move through nonmagical difficult terrain without any additional movement cast. You also don’t take damage from nonmagical plants that have thorns, spikes, or other hazards. You also have advantage on saving throws against magically created plants that try to impede your movement.

Nature’s Wardat level 10 makes you immune to charm and fear effects from elementals and fey, as well as immune to all poison and disease.
Finally,Nature’s Sanctuaryat level 14 forces plants and creatures to make a Wisdom saving throw in order to attack you. On a failed save, they have to choose a different target or the attack misses.

Differences In The 2024 Player’s Handbook
While the subclass still functions asthe main way to be a spellcasting druid, the 2024 version of it completely changes your relationship with the lands.There are less to choose from, all of which are new choiceswithout a clear 2014 mirror, butyou can swap your chosen landafter a long rest.
As you can see, while there arefewer spells on offer per land, you havemore spells available to you as a whole, sinceyou can swap lands around.There is no longer amathematically perfect land, you just have to pick whatever fits your current adventure.

Consider your foes' resistances and vulnerabilities when choosing a land, or at least what spells might benefit the party the most. If you want the most combat-ready land, then the Arid land is a solid choice, at least on the early levels.
One final new feature of these lands comes at level ten, tied tothe expanded Nature’s Ward abilitygained at that level. You are stillimmune to the poisoned condition(no mention is made of disease since that mechanic is not present in the 2024 books), but you also gainresistance to a damage typebased on your current chosen land:

Tropical
Poison
Depending on the enemy you might face, you’ll have to decide what you value most:offense or defense. For example, fire resistance would be niceagainst Fire Elementals, but that would mean you have a bunch offire-themed spellsthat will do them no harm.
Other Features
Natural Recovery, the way land circle druidsrecover spell slots, is now gained at level six. However, at the third level,these druids gain Land’s Aid, a feature that lets the druid spend a wild shape chargeto create a space of thorny vines, damaging enemies and healing one ally.
Another big change isthe level 14 feature, Nature’s Sanctuary. While the name remains the same, it now hasnothing to do with beasts being hesitant to attack you; instead, youcreate a literal sanctuary made of vines around you, givinghalf cover to your allies, and having themshare your Nature’s Ward resistance.
Best Species For A Circle Of The Land Druid
Any of D&D’s species can become one with nature. Feel free to play your Circle of the Land druid as any species you prefer, but there are a few species that offer some benefits to druids.Here are a few suggestions.
Autognome
Druids can learnMending, which can heal you without using a spell slot. YourArmored Casingwill offer a base armor class of 13 when you’re not wearing armor, although you’ll have to be made of something other than metal. You’re already immune to poison and disease at level 10, butBuilt for Successis useful at every level.
Elf
You’ll mostly want totake the high-elf subclassto gain access to awizard cantrip. Produce Flame is your best damage cantrip as a druid, but you’re able to do better with a quick dip into another class’s spell list.Darkvisionandperception proficiencyare nice too.
Fairy
Faerie FireandEnlarge/Reduceare great spells to have on hand, but the real draw here is being able tofly. Keep in mind you can’t fly while wearing medium armor.
Firbolg
A classic choice for a reason.Disguise SelfandDetect Magicare great spells to have, andHidden Steplets you become invisible for short periods.Speech of Beast and Leafwill let you talk to plants and animals, saving you a few spell slots.
Fire Genasi
Produce Flameis already your best damage cantrip as a druid, which frees up a cantrip slot.Burning HandsandFlame Bladeare more situational.Darkvisionandfire damage resistanceare always useful.
Goblin
Fury of the Smallworks on spells and can go a long way toward improving your damage output.Darkvisionis great, and so is being able tohide and disengage as a bonus action.
Half-Elf
Same as with elf, being a high half-elf gives you access to a more potentwizard cantriplike Fire Bolt.Darkvisionandthree stat boostsare also good to have.
Harengon
Hare-Triggerplaces you earlier in the turn order,perception proficiencyis good to have, andRabbit Hopgets you out of sticky situations as a bonus action.Lucky Footworkis good to have, but you’ll hopefully avoid Dexterity saving throws entirely by playing in the back line.
Human
Variant humanlets you start the game with afree feat, like Magic Initiate, which will give you access to a more potent cantrip than Produce Flame.
Kobold
Draconic Sorcerygives you a sorcerer cantrip like Fire Bolt.Draconic Cryis nice to do in a crowd, but you should be letting your tanks deal with monsters.Darkvisionis always a plus.
Loxodon
Loxodon’sNatural Armorlets you use your Constitution modifier to improve your armor instead of Dexterity, allowing you to completely dump Dex to improve your hit points, and concentration, and still be hard to hit.Loxodon Serenityprevents charm and fear effects, andKeen Smellprovides three skill advantages so long as you’re able to argue your nose is involved.
Darkvision,stealth proficiency, and being able toflyare all you’ll ever need.
Shadar-Kai
A30-foot teleportas a bonus action is great to get you out of trouble.Darkvisionandnecrotic damage resistanceare also great.Fey Ancestryis less useful, butperception proficiencyis always good to have.
Thri-Kreen
Secondary Armsmeans you can hold a wand, and a shield, and still have a hand free to cast the somatic components of spells.Chameleon Carapaceprovides extra armor class and advantage on hide checks, and bothDarkvisionandTelepathyare great for any character.
Best Ability Scores For A Circle Of The Land Druid
You’ll need two things to be an effective Circle of the Land druid:WisdomandConstitution. Wisdom empowers your spellcasting, and Constitution ensures you can maintain concentration on your spells and provides those all-important hit points.
Most druid spells require concentration, making Constitution doubly important compared to other spellcasting classes.
Dexterityis nice to have to shore up your armor class, butStrength,Intelligence, andCharisma can all be ignored.
If you’re using D&D’s point buy system,a decent starting ability score spreadfor a Circle of the Land druid might look something like this.
8(-1)
14(+2)
16(+3)
10(0)
17(+3)
Best Starting Equipment For A Circle Of The Land Druid
Everything you do should center around spells, so much of your starting equipment won’t matter. Choose awooden shieldover your first simple weapon, and then pick either a quarterstaff or a sling if you want to use either the Shillelagh or Magic Stone cantrips. Otherwise, pick a sword or a dagger so you’re able to at least cut branches.
Shillelagh or Magic Stone aren’t ideal cantrips. They both require the use of your bonus action, and Shillelagh requires you to be in melee combat, which is not where a spellcasting druid should be.Produce Flame is your best damage cantrip, so feel free to pick whatever weapons you want since you won’t be using them anyway.
Leather armor, anexplorer’s pack, and adruidic focusround out your adventuring arsenal.
Best Spells For A Circle Of The Land Druid
As a pure spellcasting class,your spells are everything. You’ve got a lot of spells to choose from, sohere are a few suggestionsat each spell level.