Sorcerer
Base Class: Sorcerer

In the Feywild, magic and emotion are both deeply connected to the seasons, represented by the shifting personalities of the eladrin between seasons. Whether you have a link to the Feywild itself, or to the eladrin of that plane, your innate magical power changes to reflect the seasons as much as the Feywild does.

Shifting Seasons

When you choose this origin at 1st level, your magic begins to shift and change like the seasons. You gain proficiency in the Nature skill. In addition, as your magic becomes tied to the seasons, you develop different inherent magics depending on the seasons of your magic. Whenever you finish a long rest, you can choose one of the four seasons, gaining access to the expanded spell list granted by each season. These spells count as sorcerer spells for you. These spells aren’t considered learned spells, and when you attempt to cast one of these spells, you must also spend a number of sorcery points equal to half the level of the spell slot you are using to cast it (rounded up).

Spring Spells

Spell Level

Spring Spells

Cantrip

Friends, Thorn Whip

1st

Charm Person, Entangle

2nd

Enthrall, Spike Growth

3rd

Plant Growth, Fast Friends

4th

Aura of Life, Confusion

5th

Dominate Person, Mislead

 

Summer Spells

Spell Level

Summer Spells

Cantrip

Mold Earth, Produce Flame

1st

Burning Hands, Earth Tremor

2nd

Earthen Grasp, Flaming Sphere

3rd

Erupting Earth, Fireball

4th

Stone Shape, Wall of Fire

5th

Immolation, Wall of Stone

 

Autumn Spells

Spell Level

Autumn Spells

Cantrip

Gust, Lightning Lure

1st

Fog Cloud, Thunderwave

2nd

Gust of Wind, Warding Wind

3rd

Call Lightning, Wind Wall

4th

Watery Sphere, Storm Sphere

5th

Control Winds, Maelstrom

 

Winter Spells

Spell Level

Winter Spells

Cantrip

Frostbite, Shape Water

1st

Ice Knife, Ray of Sickness

2nd

Blur, Ray of Enfeeblement

3rd

Sleet Storm, Slow

4th

Blight, Death Ward

5th

Cone of Cold, Contagion

Shifting Psyche

At 6th level, the constantly changing nature of your magic has different effects on both your mind and your body. You gain benefits depending on which season you are currently in:

Spring. You have proficiency in Deception, and you double your proficiency bonus for checks made with that skill. You also gain advantage on saving throws against being blinded, charmed, deafened, or frightened.

Summer. You have proficiency in Persuasion, and you double your proficiency bonus for checks made with that skill. You also gain resistance to fire damage and radiant damage.

Autumn. You have proficiency in Performance, and you double your proficiency bonus for checks made with that skill. You also gain advantage on saving throws against being grappled, paralysed, restrained, or stunned.

Winter. You have proficiency in Intimidation, and you double your proficiency bonus for checks made with that skill. You also gain resistance to cold damage and necrotic damage.

Ecological Attunement

At 14th level, the power of your seasonal magic grows, as does your control over it, granting you additional benefits depending on which season you are currently in:

Spring. Once per turn, when you use sorcery points to cast one of your seasonal spells, you regain hit points equal to your Charisma modifier (minimum of 1). In addition, whenever you cast Friends, the target must succeed on a Wisdom saving throw against your spell save DC to know that it was charmed by you. Finally, you can cast Haste without spending a spell slot. Once you do so, you can’t do again until you finish a long rest.

Summer. Once per turn, when you use sorcery points to cast one of your seasonal spells that deals damage, you deal additional damage equal to your Charisma modifier (minimum of 1). In addition, whenever you cast Produce Flame, the light’s radius is increased to 20 feet of bright light and 20 feet of dim light, and the range of the attack increases to 60 feet. Finally, you can cast Fireball without spending a spell slot. Once you do so, you can’t do again until you finish a long rest.

Autumn. Once per turn, when a creature fails a saving throw against a seasonal spell that you used sorcery points to cast, you can also push it a number of feet equal to 5 times your Charisma modifier (minimum of 5). In addition, whenever you cast Gust, you can push a creature that is Huge or smaller. Finally, you can cast Fly without spending a spell slot. Once you do so, you can’t do again until you finish a long rest.

Winter. Once per turn, when a creature fails a saving throw against a seasonal spell that you used sorcery points to cast, you can also reduce its speed by 10 feet. In addition, whenever you cast Shape Water, you can choose an area of water that fits within a 10-foot cube. Finally, you can cast Blink without spending a spell slot. Once you do so, you can’t do again until you finish a long rest.

Avatar of the Equinox

At 18th level, you become the embodiment of the four seasons, the apotheosis of climatic power, granting you incredible control over the elements. You know one spell depending on which season you are currently in. You can spend five sorcery points to cast that spell without using a spell slot. Once you do so, you can’t do so again until you finish a long rest.

Spring. Dominate Monster.

Summer. Earthquake.

Autumn. Control Weather.

Winter. Horrid Wilting.

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