Druid
Base Class: Druid

You harness the cycle of the natural world. Things grow, change, live, and die, and you tap into that power. 

 

Bonus Cantrips

At 2nd level, your connection with the seasons gives you extra minor powers. At the end of a long rest, choose one of the following cantrips: frostbite, druidcraft, produce flame, or gust.You know that cantrip until you complete another long rest. It counts as a Druid cantrip for you, but doesn't count against the number of cantrips you know. 

Ignore this ability

D&D Beyond is stupid and requires druids to have a 3rd level subclass feature in order to be published. They don't get 3rd level subclass features. 

Seasonal Forms

At 2nd level, you can assume a Seasonal Form, which grants you different powers based on the season you choose. As a bonus action, you can expend a use of your Wild Shape feature to take on a Seasonal Form, rather than transforming into a beast.

The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your Seasonal Form, choose which of the following seasons you manifest; your choice gives you certain benefits while in the form:

Winter. You harness the debilitating chill of Winter. When you cast a spell that deals cold damage, creatures damaged by that spell have their movement speed reduced by 10 fee until the start of your next turn. A creature can only have their movement speed reduced in this way once per round. 

Spring. You harness the life and regrowth of Spring. When you cast a spell that restores hit points to one or more creatures, you may have one of those creatures gain additional hit points equal to your Wisdom modifier. 

Summer. You harness the blazing heat of Summer. When you cast a spell that deals fire damage to one or more creatures, you may have one of those creatures take additional fire damage equal to your Wisdom modifier. A creature can only take additional damage from this feature once per round. 

Autumn. You harness the winds and change of Autumn. Your movement speed increases by 10 feet. 

Seasonal Defense

At 6th level, when you are in one of your Seasonal Forms, you gain an additional feature based on which one you choose:

Winter. You gain resistance to cold damage.

Spring. At the start of your turn, you gain temporary hit points equal to your Wisdom modifier.

Summer. You gain resistance to fire damage.

Autumn. Your movement doesn't provoke attacks of opportunity.

 

Empowered Form

At 10th level, while you are in one of your Seasonal Forms, you gain an additional ability based on which one you choose:

Winter. When you deal cold damage to a creature, that creature makes a Constitution saving throw contested against your spell save DC. On a failure, that creature has disadvantage on their next attack roll. 

Spring. When you cast a spell that restores hit points to a creature, you may choose an additional target within the spell's range. If the spell has a range of touch, the additional target may be within 5 feet of the original target.

Summer. When you deal fire damage to a creature, that creature makes a Dexterity saving throw contested against your spell save DC. On a failure, that creature is ignited. .An ignited creature takes fire damage equal to your Wisdom modifier at the start of each of their turns. The creature stays ignited until you end your Seasonal Form or the creature takes a bonus action to douse the flames. 

Autumn. You gain a flying speed equal to your movement speed. 

Shifting Seasons

At 14th level, you gain the ability to shift like the seasons. At the start of each of your turns, if you are in one of your Seasonal Forms, you can choose one of your other Seasonal Forms and swap to that one instead. 

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