Cleric
Base Class: Cleric

You pull your power not just from a god, but the shifting world around you. The seasons shift and from that shifting you pull your divine magic, the gods might play a part in you power, but your dedication to nature and the changing of time is even more important. As a seasons cleric, you have a deep connection with the seasons and their effect on nature, perhaps you serve a god of the seasons, or perhaps your worship of the world around you is enough to fuel your magic. Either way your worship has given you the power of the seasons.

Seasons Cleric Level Spells

Additional spells that your connections to the gods and nature have given you.

 Cleric Level Spells

1st

Absorb Elements,Zephyr Strike

3rd

Gust of Wind, Snilloc’s Snowball Swarm

5th

Crusader's mantle, Erupting earth

7th

Control Water, Conjure woodland beings

9th

Cone of Cold, Commune with Nature

Shifting Seasons

When you choose this domain at 1st level, your connection with the seasons becomes a physical part of you. You gain the ability to shift your magic as if they were the seasons, doing this changes the future abilities in this class

Summer. You harness the power of the summer sun and are resistant to fire damage.
Spring. You fuel yourself with the life of spring, you can cast the cantrip druidcraft and poison spray.
Autumn. You imbue yourself with the winds of autumn, your movement speed is increased by ten.
Winter. you are empowered by the frost of winter, critical hits do an extra 1d6 cold damage.

You chose which one you have at the end of every short or long rest.

Blessing of the seasons

Also starting at 1st level, you can give a blessing from the very season’s themselves to an ally. As an action you can give a blessing to a creature within 10 feet of you. You have blessings equal to your wisdom modifier(minimum of one) and the blessing is decided by what season you currently have selected for the shifting seasons feature.

Summer. The chosen creature overflows with the summer warmth. They have advantage on all attacks that result in fire damage and they can add 1d12 fire damage to one successful attack. The blessing lasts for a minute or until the fire damage is added to an attack.

Spring.The chosen creature is blessed with the heart of spring, they have advantage on constitution checks and saves and can add 1d12 to any given saving throw.The blessing lasts for a minute or until the dice is added to a saving throw.

Autumn. The chosen creature is strengthened by the spirit of Autumn, as a reaction to damage the creature can be moved by the winds to an unoccupied space up to 30 feet away. Additionally the creature can remove 1d12 damage from the damage dealt by an attack of opportunity against you. The blessing lasts for a minute or until the damage is reduced.

Winter. The frigid air of winter boosts the spirit of a creature. The blessed creature gains 1d12 + your wisdom modifier + your proficiency modifier temporary hit points. Additionally they also gain a +1 to their armor class. The blessing lasts for a minute or until the temporary hit points are reduced to 0.

The dice value increase at higher levels, 2d12 at 8th level, 3d12 at 14th level, and 4d12 at 20th level.

Channel Divinity: Tempered Spirit

Starting at 2nd level, you can use your Channel Divinity to protect the spirit of an ally using a magic guard made of the seasonal magic of your worship.

As an action, you can use Channel Divinity and present your holy symbol to protect the spirit of a creature that is not a fiend, construct, or undead. The protection comes in the form of a spiritual guard, the guard restores hit points equal t 10 + your wisdom modifier + your cleric level rounded up (minimum of 12) hit points. The guard also gives the creature advantage on the next roll they make for an hour

Climate Strike

Beginning at 6th level, the magic from nature seeps into your attacks. You can take a bonus action to infuse your next weapon or spell attack with seasonal power. The power depends on what season you have active from the shifting seasons ability.

Summer. Your next attack deals an extra 2d6 fire damage.

Spring. Your next attack heals you for 3d6 hit points.

Autumn.After your next attack you can take a bonus action to cast one spell of 4th level or lower.

Winter. Your next attack makes the target make a constitution saving throw, on a fail their speed is halved for a minute.

Divine strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 extra damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Depending on what season is active as part of your shifting seasons feature, the damage changes:

Summer. Fire
Winter. Cold
Spring. Radiant
Autumn. Force

Totem of the Seasons

Starting at 17th level, You have made yourself one with the Seasons and your connection with whatever deity or force you get you power from reaches its limit. You gain the ability to change seasons from shifting season by concentration for a minute.

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