Circle of Seasons
Druids of the Circle of Seasons see nature’s cycles and embrace them. The natural order to them is constantly in a state of flux, and thus the world cannot prosper if it exists in a state of stagnation. Oceans may rise and empires may fall, but the seasons continue to change no matter how hard one may try to stop them.
Class Features
Seasonal Form
At 2nd level, you begin to forge your connection to the natural cycles. When you reach 2nd level, you choose your seasonal form. When you finish a long rest, your seasonal form changes to the next season; for instance, if you are in Winter form when you take the long rest, you shift to Spring form.
In addition, you produce a harmless sensory effect depending on your season. For instance, you may produce a light, flowery fragrance in Spring form, or your footsteps might produce the faint sound of crunching leaves while in Autumn form.
Optional rule: When you complete a long rest, you may choose to stay in your current seasonal form, or shift to the next one.
Circle Spells
Your connection to the seasons grants you spells tied to them. Upon reaching 2nd level, you are able to cast spells from your respective form’s spell list. While there are two spells per level for each season, you choose only one per level to have in your spell list at the end of the long rest. You may change your circle spells on a short rest, but only for the other circle spell of its level for your form.
Winter
Level | Spell |
---|---|
2nd | Armor of Agathys or Sleep |
3rd | Snilloc's Snowball Swarm or Darkness |
5th | Sleet Storm or Slow |
7th | Ice Storm or Freedom of Movement |
9th | Cone of Cold or Hold Monster |
Spring
Level | Spell |
---|---|
2nd | Cure Wounds or Entangle |
3rd | Misty Step or Barkskin |
5th | Plant Growth or Mass Healing Word |
7th | Grasping Vine or Watery Sphere |
9th | Mass Cure Wounds or Raise Dead |
Summer
Level | Spell |
---|---|
2nd | Burning Hands or Faerie Fire |
3rd | Scorching Ray or Heat Metal |
5th | Daylight or Fireball |
7th | Fire Shield or Wall of Fire |
9th | Dawn or Flame Strike |
Autumn
Level | Spell |
---|---|
2nd | Color Spray or Goodberry |
3rd | Gust of Wind or Moonbeam |
5th | Fear or Wind Wall |
7th | Death Ward or Shadow of Moil |
9th | Control Winds or Steel Wind Strike |
Aura of Seasons
At 6th level, you gain the ability to create an aura around yourself corresponding to your seasonal form. When you use your action to activate your aura, any number of creatures of your choice within thirty feet of you must make a saving throw against your spell save DC, or be afflicted with a status condition for one minute. At the end of each turn, affected creatures may repeat the saving throw to break free of the ailment early.
You may use your aura a number of times equal to your Wisdom modifier, and they refresh after a long rest.
Winter: Winds of Winter
A flurry of snow and ice falls in the area. Affected creatures must succeed on a Strength saving throw or have their movement speed halved.
Spring: Sweet Scent
An alluring aroma wafts around you. Affected creatures must succeed on a Charisma saving throw or be charmed by you.
Summer: Solar Flare
You emit a blinding radiance. Affected creatures must succeed on a Dexterity saving throw or be blinded.
Autumn: Wailing Wind
Howling winds whip around you, creating otherworldly sounds. Affected creatures must succeed on a Wisdom saving throw or become frightened of you.
Seasonal Shift
Starting at 10th level, your attunement to the cycles of nature grants you greater control over your seasonal form. As an action, you may expend one usage of Wild Shape to change over to the next season.
For All Seasons
At 14th level, you are even further attuned to the seasonal cycles. Seasonal Shift may now be performed using a bonus action rather than an action. You also may now use the full spell list for your seasonal form, rather than choosing a single spell for each level. In addition, your seasonal forms gain an additional benefit.
Winter: Permafrost
The ground around you becomes frozen and icy. Medium or smaller hostile creatures who end their turn touching the ground within ten feet of you must succeed on a Dexterity saving throw against your spell save DC or fall prone.
Spring: Pheromones
Love is always in the air around you. Non-allied creatures who can see you and are within thirty feet of you have disadvantage on saving throws against being charmed.
Summer: Sunburn
Your fire and light burn with even greater intensity. You may now add your Wisdom modifier to any fire or radiant damage you deal. Furthermore, your fire and radiant damage ignore resistance and damage against immune targets is halved instead.
Autumn: Leaves From the Vine
You move with the grace of a falling leaf. Your nimbleness grants you a +2 to your AC while in Autumn form. Furthermore, you may now perform either the Dash or Disengage action as a bonus action.