Druid
Base Class: Druid

The Circle of Seasons is composed of druids who align them selves with the weather and their patterns. So the Druid of Seasons magic is heavily influenced by the changing climates and seasons. 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Seasonal Attunement

Starting at 2nd level, once you finish a long rest, you attune yourself to the local climate, if the climate is of different season than the one you are currently attuned to, you switch and gain current benefits based on the climate and your druid level. 

Autumn. You gain resistance to necrotic damage, you gain the gust cantrip. This cantrip doesn’t count against the number of druid cantrips you know. 

Circle Spells

 Your mystical connection to the seasons 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 season you are currently attuned too. Either —Winter, Spring, Summer, Autumn— and consult the associated list of spells.

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. 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.

Winter
Druid Level Spells

3rd

gust of wind, snilloc’s snowball swarm

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

control winds, cone of cold 

Spring
Druid Level Spells

3rd

skywrite, spike growth

5th

plant growth, call lightning

7th

control water, storm sphere

9th

commune with nature, control winds

Summer
Druid Level Spells

3rd

scorching ray, skywrite

5th

fireball, daylight

7th

fire shield, sickening radiance

9th

dawn, control winds

 

Autumn
Druid Level Spells

3rd

gust of wind, warding wind

5th

wind wall, slow

7th

freedom of movement, stone shape

9th

cloudkill, control winds

Seasonal Durability

Starting at 6th level, the seasons alter your physical capabilities as the seasons begin to protect you so that you can in return protect them. Depending on which season you are currently attuned too, you gain certain benefits.

As an action, you can gain a base an AC of 13 + your Wisdom modifier if you aren't wearing armor, as your skin gets entangled by various things depending on the season that envelops you,

Winter. An ice like sheet covers your body as your body becomes colder, you gain advantage against being paralysed and stunned.

Spring. A rock like and plant-based living armor surround your skin, you gain advantage against being grappled and restrained.

Autumn. Your skin naturally becomes harder and wind encompasses your body, you gain advantage against being charmed and frightened.

Summer. Your skin heats up and glows with the sparks of fire that emits from your body, you gain advantage against being blinded and deafened.

This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. 

 

Seasonal Growth

Your very presence stimulates wild plant growth. Starting at 10th level, you can expend a use of your Wild Shape as an action to cast plant growth. When cast in this way, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the difficult terrain effects of the spell as the plants move aside to avoid hindering them. 

Additionally when you take a long rest, your seasonal bond grants you the ability of attuning to a season of choice furthermore an 8 hour casting of plant growth immediately take effect in the area around you, unless you withhold them. 

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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