Druid
Base Class: Druid

Unlike most druids, you do not focus on a specific part of nature, instead you opt to focus on the cyclic nature of the seasons. For the seasons come to all places, save the highest of peaks or the darkest of caves. When you meditate, you learn to embody a season in particular, empowering yourself with it, this may come with physical changes such as eye color or hair color.

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The Grand Cycle

Starting at 2nd level, you may choose to attune to a specific season and gain benefits depending on which season you attuned to. When you take this subclass, you may choose which season you start in. After that you must change the season on a short rest or long rest. When taking a rest you may choose to change your attuned season to whatever you want. This is carried over for all subclass features.

Depending on your season you gain one of these bonuses,

Spring- Whenever you or another creatures regains hit points within 10 feet of you, gain temporary hit points equal to your wisdom modifier

Summer- All druid cantrips that do damage deal 1d4 fire damage in addition to their normal damage.

Autumn- Whenever a creature dies within 10 feet of you, gain temporary hit points equal to your wisdom modifier

Winter- Whenever you strike a creature with a druid cantrip, reduce their speed by 5 feet.

Optional Rule- If the DM chooses, they may choose instead to further lean into the nature of the seasons. In which case you must change seasons in the order in which the seasons occur. You may shift your season forward one during a short rest and forward two during a long rest.

Seasonal Spells

Your connection with the seasons allows you to channel spells that call from those seasons. When you are attuned to a season, consult the tables below to see which spells you receive. When you choose a new season, you gain the spells on the new season while losing the spells of the previous season.

Once you gain access to a season 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.

Spring
Druid Level Spells

3rd

barkskin, healing spirit

5th

revivify, plant growth

7th

conjure woodland beings, guardian of nature

9th

wrath of nature, reincarnate

Summer
Druid Level Spells

3rd

scorching ray, aganazzar's scorcher

5th

fireball, haste

7th

fire shield, wall of fire

9th

immolation, flame strike

Autumn
Druid Level Spells

3rd

blur, silence

5th

feign death, vampiric touch

7th

blight, sickening radiance

9th

insect plague, enervation

Winter
Druid Level Spells

3rd

hold person, spike growth,

5th

sleet storm, slow,

7th

ice storm, otiluke's resilient sphere

9th

planar binding, cone of cold

Seasonal Strength

Starting at 6th level, you are able to feel a little more of the season's influence, and it appears on your person. While attuning to spring you may grow bark or sprouts on your skin, or while attuned to winter, your skin may become bluish and your heart will slow down.

You get the following bonuses depending on the season,

Spring- Once per long rest, target a creature, they heal 1d8+ your spell casting modifier and gain your druid level in temporary hit points.

Summer- When you cast a spell of 1st level or higher that targets a creature, you may choose to do your druid level in fire damage to that target, you can do this a number of times equal to your proficiency bonus, you regain all expended uses on a long rest.

Autumn- When you cast a spell of 1st level or higher, you may choose to do half your druid level in necrotic damage to the target of that spell. In addition, the target cannot regain hit points until your next turn, you can do this a number of times equal to your proficiency bonus, you regain all expended uses on a long rest. 

Winter- Once per long rest, target a creature, they must make a wisdom save against your spell save DC or be under the effects of the slow. You regain expended uses of this ability upon a long rest.

Seasonal Paragon

When you reach 10th level, you become even more like the seasons you emulate and become even closer to the seasonal cycle.

You gain the following benefits depending on your season,

Spring- All spells you cast that heal cause the target to regain your wisdom modifier in health in addition to its normal effects.

Summer- Any spells you cast that deal fire damage deal additional damage equal to your wisdom modifier in addition to its normal effects.

Autumn- Whenever you cast a spell of first level or higher, all hostile creatures within 10 feet of you take your wisdom modifier in necrotic damage.

Winter- If you cast any spell you cast of the first level or higher that targets a creature you may cause that creature to lose 10 feet of movement until the end of its next turn.

Seasonal Avatar

When you reach 14th level, you fully embody the seasons, and when you choose to attune to one you become its avatar. When you are attuned to spring, flowers bloom and trees grow in your presence, and when you are winter you chill the air and freeze water you touch. 

You gain a different benefit depending on which season you are attuned to,

Spring- You gain 30 temporary hit points after every short or long rest.

Summer- You gain resistance to fire damage.

Autumn- You gain resistance to necrotic damage.

Winter- You gain resistance to cold damage.

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