Base Class: Druid
The magic of a seasons druid is truly a sight to behold. The allure of nature with the resplendence of magic and the arcane. The magics of these druid comes from the life force present in the world around them, so they tend to live in places rich in nature. A seasoned druid can put on quite a spectacle of destruction.
Sakura Shield
Starting at level 2, you can take a bonus action to put up an arcane shield and block incoming attacks until your next turn. When you take damage, a seemingly sentient shield of arcane petals block the incoming attack and add 2 points to your AC. The Petals will block protect you only from the attacks you with to be protected from. You can spend a spell slot on subsequent turns to increase the duration of the shield by one turn, per spell slot spent.
Field of Berries
Beginning at 2nd level, you can cast a spell that transforms the land around you. The surrounding area, a circle with a 30 ft radius, becomes a field of berries. The land is engulfed in many lush, green shrubberies with berries that shine a rainbow of neon colors, each berry emitting dim light. Every time a hostile creature moves, they must succeed on a dexterity save with a DC equal to your spell save DC. If they fail, the berries magically combust and they take force damage equal to your wisdom modifier . You must take a short rest before being able to use this ability again.
Natural Allure
At 3rd level, you can emit a sweet odor from your skin that will waft over to your target and potentially charm them. The target must succeed on a wisdom save with a DC equal to your spell save DC or become charmed, listening to all of your orders (unless they involve harming a friend or themselves), until they pass the save on subsequent turns, are attacked by an ally or one hour passes. You must take a long rest before being able to use this ability again.
Hand of Nature
Starting at 6th level, you can command the nearby plant life to grasp at your opponent, grappling them or rendering them prone. If a creature is within 5 feet of any kind of plant life, the plant will grow and stretch out, forcing the targeted creature to make a strength save with a DC equal to your spell save DC, becoming grappled by the plant on failure, and escaping the grasp on a success. On subsequent turns, you make the plant shove or pin the creature. On subsequent turns, the target makes another strength save, escaping the grasp if it passes the DC.
Both the plant and the target must both be within your line of sight and 60 ft of you. You must take a short rest before being able to use this ability again.
Natures Scourge
At 10th level, you can conjure a magical scourge (a whip with 2 or more thongs) made out of a wooden handle and vine thongs that have occasional thorns sticking out from them. The scourge appears to be made up of energy, the colors bright and neon. The scourge emits bright light in a 10 ft radius and dim light in a 5 foot radius beyond that. Your scourge inflicts 1d6 slashing damage and 1d6 necrotic damage (the weapon is also magical for the purpose of overcoming weakness and resistance. As a bonus action, you can summon or dissolve your scourge. When an enemy is killed by your scourge, you heal hitpoints equal to your wisdom modifier.
The damage of your scourge increases to 2d6 slashing and 2d6 necrotic damage at 16th level.
Bloom of Seasons
Starting at 14th level, you can take an action to plant an arcane seed into the ground which will bloom into an arcane plant, each season causing different effects. When you plant the seed, declare which blooming shall take place, choosing from the below options. Roll a d4 to see what blooming will take place after you plant the seed.
1 - Winter
2 - Spring
3 - Summer
4 - Autumn
You must wait a long rest before being able to plant another arcane seed.
Bloom of Winter
On the turn after you plant the seed and declare this season of blooming, the seed grows into a small rose with 7 petals, its petals blue in color. The petals are crystalline and detachable. You can take an action to tear one of the petals off and throw it at a target. The petal breaks upon impact and freezes the target for a turn, while also subjecting them to 2d6 cold damage. Alternatively, you can throw the whole rose at one creature, dealing 10d4 cold damage, and freezing them for 3 turns inside a 15 ft x 15 ft x 15 ft cube of ice, and destroying all rose petals in the process. All creatures in the area of the 15ft iceberg are pushed to the closest unoccupied space, and take 2d6 cold damage. The rose will shatter when all petals are gone, rendering it useless. The rose gains 3 extra petals and an extra d6 cold damage, assuming the season to be Winter.
Bloom of Spring
On the turn after you plant the seed and declare this season of blooming, the seed grows into a full size sakura tree. The blossoms of the tree fall slowly in a 30 foot radius. Any hostile creatures must pass a dexterity save with a DC equal to your spell save DC, or take 2d4 slashing damage, saving and taking damage on subsequent turns. All allies in this radius are healed by an amount equal to your wisdom modifier. The tree keeps dropping petals for the duration of a minute upon which it wilts and dies. The tree heals a bonus 2 health, if the season is Spring.
Bloom of Summer
On the turn after you plant the seed and declare this season of blooming, the seed grows into a giant sunflower, towering 15ft in height. As a bonus action you can command the plant to target a creature and attack it. The sunflower turns to face its inflorescence towards the creature emitting a ray of light focusing on them. The target is forced to make a constitution saving throw with a DC equal to your spell save DC. If the creature fails, it takes 7d8 radiant damage, and takes half damage upon passing the save. The sunflowers petals fall and the plant wilts after this feature has been used. The sunflower gains an extra d8 of damage, supposing the season is Summer.
Bloom of Autumn
On the turn after you plant the seed and declare this season of blooming, the seed turns into a withered and decrepit tree, bare of any leaves, fruit, or blossoms. As a bonus action, you can command the tree to attack a target. The target must make a dexterity saving throw with a DC equal to your spell save DC, 2d8 necrotic damage on a failed save, or only half damage on a successful save. The tree stays vigilant for a minute before dying. The tree does an extra d8 necrotic damage, considering the season to the Autumn.
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Posted Feb 8, 2021the wording on sakura shield is weird: "The Petals will block protect you only from the attacks you with to be protected from."