Base Class: Druid
Druids of the Circle of the Harvest do not revere nature as something wild to be endured or fiercely protected, but as a living cycle to be tended, thanked, and shared. Where other druids vanish into untamed forests or bind themselves to primal spirits, Harvest druids walk openly among villages, fields, and festivals, serving as stewards of the turning year. They preside over planting rites and reaping feasts, bless orchards and granaries, and remind communities that survival is not won through domination of the land, but through balance, gratitude, and restraint.
To a Harvest druid, each season carries its own wisdom. Spring teaches renewal and mercy, summer embodies abundance and bold vitality, autumn honors sacrifice and preparation, and winter demands patience and endurance. These druids channel the spiritual resonance of the season they walk beneath, shaping their magic to reflect the moment in the cycle rather than clinging to a single ideal of nature. Their power is most keenly felt not in solitary groves, but around shared tables, ringing laughter, and the quiet assurance that tomorrow has been prepared for.
Level 3: Circle of the Harvest Spells
Whenever you are channeling the energy of a season: spring, summer, autumn, or winter. Consult the table below that corresponds to the chosen Season; you have the spells listed for your Druid level and lower prepared.
Autumn
| Druid Level | Circle Spells |
|---|---|
| 3 | Gentle Repose, Purify Food and Drink, Shillelagh |
| 5 | Fear |
| 7 | Blight |
| 9 | Hallow |
Spring
| Druid Level | Circle Spells |
|---|---|
| 3 | Blur, Druidcraft, Goodberry |
| 5 | Revivify |
| 7 | Guardian of Faith |
| 9 | Tree Stride |
Summer
| Druid Level | Circle Spells |
|---|---|
| 3 | Burning hands, Prayer of Healing, Produce Flame |
| 5 | Fireball |
| 7 | Wall of Fire |
| 9 | Insect Plague |
Winter
| Druid Level | Circle Spells |
|---|---|
| 3 | Ray of Frost, Silence, Sleep |
| 5 | Sleet Storm |
| 7 | Ice Storm |
| 9 | Cone of Cold |
Level 3: Channel the Seasons
You are attuned with the seasons of nature and can harness their energy through you. After you finish a long or short rest, you choose which season to attune to. While channeling a season, you gain two passive benefits based on that season. You may Also use a Magic action and expend a use of wild shape to change your season outside of a rest.
Autumn
When a hostile creature within 30 feet of you drops to 0 hit points, choose an ally you can see. That ally gains temporary hit points equal to your druid level. You have advantage on Wisdom (Perception) and Wisdom (Insight) checks.
Spring
Whenever you restore hit points to a creature, that creature gains additional hit points equal to your Wisdom modifier (minimum of 1). Once per turn, when you restore hit points to a creature, you can use a reaction to end one negative condition on it limited to Blinded, Charmed, Deafened, Frightened, or Poisoned.
Summer
Once per turn when you deal damage with a druid spell, you deal extra damage equal to your Wisdom modifier. Allies within 15 feet of you gain advantage on the first saving throw they make each round.
Winter
You and allies within 15 feet of you gain advantage on saving throws against being frightened and against effects that would reduce their speed. Once per round, when an ally within 15 feet of you takes damage, you can reduce that damage by an amount equal to your Wisdom modifier.
Level 6: Horn of Plenty
As a Magic action you can spend a use of your wild shape to create a Cornucopia in an unoccupied square that you can see within 60 feet. You may only have one cornucopia active at any moment. The cornucopia is an object that fills the entire 5 feet square once created, has an AC equal to 10, an amount of hit points equal to your druid level multiplied by your Wisdom modifier (minimum one), and is immune to poison and psychic damage. All allies including yourself, when within 30 feet of the cornucopia, receive an amount of temporary hit points equal to half your druid level rounded down once summoned and again at the start of your turn. Each creature with temporary hit points from this feature also receives an additional benefit based on what season you are currently attuned to as long as the temp hit points remain.
Autumn Cornucopia
When a creature under the effects of the horn of plenty makes a saving throw, they add your wisdom modifier to the roll.
Spring Cornucopia
When a creature under the effects of the horn of plenty receives healing, they gain an amount of AC equal to your PB until the start of their next turn.
Summer Cornucopia
When a creature under the effects of the horn of plenty hits with an attack, they deal an extra 1d6 fire damage.
Winter Cornucopia
When a creature under the effects of the horn of plenty takes damage for the first time that round, the damage is cut in half and they gain resistance to that damage type until the start of their next turn.
Level 10: Harvest Feast
Through ritual preparation, you create a magical feast infused with seasonal energy. Creatures who partake gain powerful benefits tied to your current season that last a number of hours equal to your Wisdom modifier.
Autumn Feast
Over the course of 10 minutes, you conjure enough food to feed a number of creatures equal to your wisdom modifier plus proficiency bonus (minimum one) creatures. A creature that eats food from this feast gains proficiency in one saving throw of its choice (or advantage if already proficient) and when it reduces a creature to 0 hit points, it gains temporary hit points equal to your Wisdom modifier. These benefits last for a number of hours equal to your Wisdom modifier. Once you use this feature, you can’t do so again until you finish a long rest.
Spring Feast
Over the course of 10 minutes, you conjure enough food to feed a number of creatures equal to your wisdom modifier plus proficiency bonus (minimum one). A creature that eats food from this feast gains +15 feet of movement speed and the first time it drops to 0 hit points, it instead drops to 1 hit point. These benefits last for a number of hours equal to your Wisdom modifier. Once you use this feature, you can’t do so again until you finish a long rest.
Summer Feast
Over the course of 10 minutes, you conjure enough food to feed a number of creatures equal to your wisdom modifier plus proficiency bonus (minimum one) creatures. A creature that eats food from this feast gains advantage on the first attack roll it makes each turn and once per turn, it deals +1d6 extra damage on a hit. These benefits last for a number of hours equal to your Wisdom modifier. Once you use this feature, you can’t do so again until you finish a long rest.
Winter Feast
Over the course of 10 minutes, you conjure enough food to feed a number of creatures equal to your wisdom modifier plus proficiency bonus (minimum one) creatures. A creature that eats food from this feast gains resistance to both cold and necrotic damage and the first time it takes damage each round, that damage is reduced by your druid level. These benefits last for a number of hours equal to your Wisdom modifier. Once you use this feature, you can’t do so again until you finish a long rest.
Level 14: The Turning Year
You embody the full cycle of the harvest. When you finish a short or long rest, you may choose two seasons instead of one, gaining the passive benefits and spell list of both seasons simultaneously. If You use a charge of wild shape to swap seasons outside of a rest you may only change one of the seasons. Your Cornucopia and Feast effects use both season each time you activate them. Additionally once per long rest, you may cast a spell that deals no damage and only targets a single creature without consuming a spell slot or any material components. When you do this the spell is cast at its base level.
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