Druid
Base Class: Druid

A company of druids more migratory than most.

Seasons' Conduit

When you choose this circle at 2nd level, you begin to channel the powers of seasons. When you gain this feature, roll a d4. On a 1, you begin on Spring, with other numbers representing the other seasons in the cycle: Spring, Summer, Autumn, Winter. At daybreak the season you channel switches, moving to the next in the cycle, losing the benefits of the previous season and gaining the new season's perks. The abilities granted by different seasons are as follows:

Conduit of Spring

  • Whenever you cast a spell that restores hit points, you may additionally grant a number of temporary hit points equal to twice the spell's level to a creature within 20ft of you.
  • When you are in wild shape, your speed, flying speed, climbing speed, and swimming speed each increase by 5ft if the form naturally has the speed. Additionally, whenever you roll to regain hit points while in wild shape, you instead treat the dice as if they rolled their maximum. The speed gained increases by 5ft at 6th level (10ft), 12th level (15ft), and again at 18th level (20ft).

Conduit of Summer

  • Whenever you cast a spell that deals fire damage, you may choose one creature that took damage. At the end of its next turn, it takes 1d6 fire damage unless something sufficient to put out the fire occurs before that point. The damage increases by 1d6 at 12th level (2d6).
  • When you are in wild shape, you have resistance to fire damage. Additionally, at the end of your turn whilst in wild shape, you can as a free action deal 1d4 fire damage to all creatures within 5ft of you. The damage dealt increases by 1d4 at 8th level (2d4) and again at 14th level (3d4).
  • Finally, as a bonus action whilst in wild shape, you can cause your form to glow, emitting bright light for 10ft and dim light for a further 10ft. You can use a bonus action to remove this effect.

Conduit of Autumn

  • You have advantage on saving throws against spells when concentrating on spells.
  • While in wild shape, if you do not move on your turn, until your next turn, allies within 5ft of you gain a +2 to AC.

Conduit of Winter

  • When you deal cold damage to a creature using a spell, the creatures speed is reduced by 5ft (after any other speed reductions are applied) until the beginning of your next turn.
  • While in wild shape, you can move through difficult terrain without any negative effects and can fly or swim (if you have the ability to) in tempestuous conditions without difficulty.
  • Additionally while in wild shape, whenever you deal damage with your form's attacks, you may convert all of the damage dealt to either cold or necrotic damage.

Quickened Cycle

Starting at 6th level, you can temporarily accelerate the cycle of seasons within you. At the start of your turn, you may use a free action to reduce the time taken for your Seasons' Conduit feature to cycle to one round, making you switch at the beginning of each of your turns. After one minute, this feature ends and you return back to the season you were in when you activated this feature. You can use this feature a number of times equal to your proficiency bonus each long rest.

Additionally, whilst this feature is active, you may use your bonus action to slow the cycle, if you do, then you will not switch to the next season on your next turn.

Attuned to the Weather

When you reach 10th level, you can sense the changes in the air that betray shifts in the weather. You can use your action to foresee what the weather will be in your local area for the next 24 hours. This does not predict any changes that may come about through magical interference.
Additionally, weather conditions do not negatively affect your ability to perceive, navigate, or track. (Although it could still clear away tracks that you are following).

Elemental Providence

When you reach 14th level, you can summon the power of the elemental planes through the seasons of the material plane. Once per long rest, you can cast one of the investiture spells without using a spell slot. Additionally, this casting of the spell does not require concentration. The spell depends on the season your powers are currently drawing from as follows:

Spring - Investiture of Wind
Summer - Investiture of Flame
Autumn - Investiture of Stone
Winter - Investiture of Ice

Whenever the season of your feature Season's Conduit changes while one of these spells are active by this feature, the spell will change to the one that coordinates with the new season.

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