I've been thinking of a sorcerous origin similar to the Eladrin from UA in its connection to the forces of change in the Feywild and the changes in season. Whereas the Wild Magic origin is connected to forces of chaos, this is connected to the forces of change.
Similar to Bladesinger, I was thinking it might be a closely guarded mystical art tied to particularly Eladrin and Half-Eladrin or optionally other subraces of Elves and Half-Elves due to their Fey Ancestry, but a DM might be willing to allow other races to gain access for flavor or story reasons. Other fey-based PC or NPC races could also learn it.
For the purposes of this class, a Half-Eladrin can replace their Skill Versatility feature with the Shifting Seasons feature of the Eladrin.
Passing Seasons
When you take this class at 1st level, your magic changes with the seasons. For Eladrins and Half-Eladrin (who took the shifting seasons trait), this ability changes with the season tied to your Shifting Seasons trait. For other races, this ability is tied to the season of your location. After you take a long rest, for each spell level you've gained from this class listed in the chart corresponding to the season below, you can replace one spell you know of that level with a spell in the chart. The spell chosen is a Sorcerer spell for you.
Your attunement to nature has made you more resilient to attacks by forces of nature. Starting at 1st level, you gain a +2 natural armor bonus against attacks made by beasts, elementals, or fey.
Season's Affinity
At 6th level, your ability to draw on the change of seasons has grown. The season determines the nature of the power you draw from.
Spring
Increase your walking, swimming, and climbing speed by 10 ft.
Summer
Whenever you deal fire damage with a spell of 1st level or higher, add your Charisma modifier to the damage.
Autumn
Whenever you cast Charm Person, the target has disadvantage on the saving throw.
Winter
You have resistance to cold damage.
Nature's Splendor
Your connection to the Fey has given you a grandeur that lets you beguile the creatures that live in the wild. At 14th level, you can spend 3 sorcery points as an action and target a fey or beast. The target must make a Wisdom saving throw against your sorcerer spell save DC or be charmed for 10 minutes. While charmed by this effect, the target cannot attack creatures of your choice. If the target is attacked, targeted by a harmful spell, or asked to do something harmful to itself by you or the creatures of your choice this ends the effect. Once you use this feature, you must finish a short or long rest before you can use it again.
Season's Mastery
At 18th level, you can harness the power of the changing seasons to grant you power over it. You can spend 4 sorcery points to cast a spell based on the season without expending a spell slot or spending material components. The spell is cast at 8th level and is treated as a sorcerer spell for this casting. You must take a long rest before you can use this ability again.
I understand this was posted 2 1/2 years ago, but I just wanted to leave my comment here.
This looks surprisingly great. I've got permission to be running this in a campaign. It gives sorcerers a sense of 'preparing spells'; despite it also altering the way they roleplay by season. However, it does seem slightly overpowered when compared to shifting seasons, or at least more powerful than the other sorcerer subclasses. The Sorcerer's big gimmick is that they specialize and excel at one thing, but lack versatility - which this provides. Perhaps make it so the season you're drawing from allows you to cast the following spells at stated level once, rather than simply preparing the spell? It would still offer the versatile efforts of casting many spells, but it weakens down the effect of it to save the sorcerer from turning into a more powerful wizard.
Not sure, maybe it just looks powerful on paper. I'll be checking it out in practice soon enough, anyway. Excellent concept
EDIT: I also realize this eclipses Totem Warrior Barbarians in a way. Totem warriors select their totem traits once and that's that, whereas this as stated can change by rest. That's interesting. I suppose that's the reward for having to role-play four different personalities in a character. (Eladrin do seem to have split personality disorder, huh?)
I've been thinking of a sorcerous origin similar to the Eladrin from UA in its connection to the forces of change in the Feywild and the changes in season. Whereas the Wild Magic origin is connected to forces of chaos, this is connected to the forces of change.
Similar to Bladesinger, I was thinking it might be a closely guarded mystical art tied to particularly Eladrin and Half-Eladrin or optionally other subraces of Elves and Half-Elves due to their Fey Ancestry, but a DM might be willing to allow other races to gain access for flavor or story reasons. Other fey-based PC or NPC races could also learn it.
For the purposes of this class, a Half-Eladrin can replace their Skill Versatility feature with the Shifting Seasons feature of the Eladrin.
Passing Seasons
When you take this class at 1st level, your magic changes with the seasons. For Eladrins and Half-Eladrin (who took the shifting seasons trait), this ability changes with the season tied to your Shifting Seasons trait. For other races, this ability is tied to the season of your location. After you take a long rest, for each spell level you've gained from this class listed in the chart corresponding to the season below, you can replace one spell you know of that level with a spell in the chart. The spell chosen is a Sorcerer spell for you.
Spring
Summer
Autumn
Winter
Nature's Resilience
Your attunement to nature has made you more resilient to attacks by forces of nature. Starting at 1st level, you gain a +2 natural armor bonus against attacks made by beasts, elementals, or fey.
Season's Affinity
At 6th level, your ability to draw on the change of seasons has grown. The season determines the nature of the power you draw from.
Spring
Increase your walking, swimming, and climbing speed by 10 ft.
Summer
Whenever you deal fire damage with a spell of 1st level or higher, add your Charisma modifier to the damage.
Autumn
Whenever you cast Charm Person, the target has disadvantage on the saving throw.
Winter
You have resistance to cold damage.
Nature's Splendor
Your connection to the Fey has given you a grandeur that lets you beguile the creatures that live in the wild. At 14th level, you can spend 3 sorcery points as an action and target a fey or beast. The target must make a Wisdom saving throw against your sorcerer spell save DC or be charmed for 10 minutes. While charmed by this effect, the target cannot attack creatures of your choice. If the target is attacked, targeted by a harmful spell, or asked to do something harmful to itself by you or the creatures of your choice this ends the effect. Once you use this feature, you must finish a short or long rest before you can use it again.
Season's Mastery
At 18th level, you can harness the power of the changing seasons to grant you power over it. You can spend 4 sorcery points to cast a spell based on the season without expending a spell slot or spending material components. The spell is cast at 8th level and is treated as a sorcerer spell for this casting. You must take a long rest before you can use this ability again.
Spring - Conjure Woodland Beings
Summer - Sunbeam
Autumn - Commune with Nature
Winter - Wall of Ice
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I understand this was posted 2 1/2 years ago, but I just wanted to leave my comment here.
This looks surprisingly great. I've got permission to be running this in a campaign. It gives sorcerers a sense of 'preparing spells'; despite it also altering the way they roleplay by season. However, it does seem slightly overpowered when compared to shifting seasons, or at least more powerful than the other sorcerer subclasses. The Sorcerer's big gimmick is that they specialize and excel at one thing, but lack versatility - which this provides. Perhaps make it so the season you're drawing from allows you to cast the following spells at stated level once, rather than simply preparing the spell? It would still offer the versatile efforts of casting many spells, but it weakens down the effect of it to save the sorcerer from turning into a more powerful wizard.
Not sure, maybe it just looks powerful on paper. I'll be checking it out in practice soon enough, anyway. Excellent concept
EDIT: I also realize this eclipses Totem Warrior Barbarians in a way. Totem warriors select their totem traits once and that's that, whereas this as stated can change by rest. That's interesting. I suppose that's the reward for having to role-play four different personalities in a character. (Eladrin do seem to have split personality disorder, huh?)