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# 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
\columnbreak #### 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. \pagebreakNum ### 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.