Base Class: Druid
Druids of the circle of seasons channel the natural energy of their chosen season bringing prosperity to the land around them. Druids of this circle believe the flow between seasons is representatives of our own lives and that stagnation is not a proper way to live one.
Natural Attunement
At 2nd level, you become more in tuned with the nature and life around you. You can understand beasts and gain advantage on nature and survival checks regarding plant life.
Seasonal Accordance
At 2nd level, you become in tune to the seasons where your druidic powers derive from gaining certain abilities related to it. At the end of a long rest choose one of the seasons below to become attuned to:
Spring: Whenever you use a Druid spell that rolls dice to determine healing. You can add a 1d4 to that amount. This increases to 2d4 at level 6, 3d4, at level 10, and 4d4 at level 14.
Summer: you gain resistance to fire and radiant damage.
Autumn: whenever you expend a spell slot to cast a Druid spell you gain 2d4 temporary hit points. This increases to 3d4 at level 6, 4d4 at level 10, and 5d4 at level 14.
Winter: Once per turn, when you expend a spell slot to cast a Druid spell that targets another creature you can force them to make a wisdom saving throw against your spell save dc or they become freighted by you until the start of your next turn. This ability can used a number of times equal to your wisdom modifier (minimum 1). You regain all expended uses on a long rest.
Solstice and Equinox
At 6th level, your attunement becomes stronger as you begin channeling the powers of the Season's Solstice and Equinox. If this ability requires a creature to make a saving throw it uses your Druid Spell Save DC.
Spring Equinox: As a Bonus action, you may expend a use of your Wild Shape feature to cause petals to surround a 10ft cube area within 30ft of you. Each creature inside must make a Dexterity saving throw or be blinded until the start of your next turn.
Summer Solstice: Whenever you equal expend a spell slot to cast a Druid spell that rolls to deal damage, you may add an additional 1d4 to one damage roll. This increases to 2d4 at level 10.
Autumn Equinox: As a Bonus action, you may expend a use of your Wild Shape feature to imbue yourself with strengthened leaves. For the next minute you are considered to be under half-cover.
Winter Solstice: As a Bonus action, you may expend a use of your Wild Shape feature to cause Ice to form on a creature within 30ft of you. They must succeed on a Constitution saving throw or be restrained for the next minute. This saving throw can be repeated at the end of the creatures turn (No action required).
Aura of Seasons
At 10th level, you learn how to manifest a form of your seasonal power for longer periods of time allowing an essence of it to overflow from you when you desire. As a bonus action, you create a 20ft radius aura around you for the next minute or until you become incapacitated, its effects determined by your chosen season. If the ability requires a creature to make a saving throw it uses your Druid Spell Save DC. Once used, this ability cannot be activated again until you finish a long rest.
Spring: Sweet Scent: Once per turn, when you cast a spell from the enchantment school of magic you can choose one creature inside your aura to have disadvantage on that saving throw if they were to be affected. This may be used a number of times equal to your Wisdom Modifier. You regain all expended uses on a long rest.
Summer: Solar Flare: The first time a creature of your choice willingly enters or starts their turn in your aura they must succeed a Dexterity saving throw or be blinded until the end of their turn. Once a creature passes this saving throw twice they are immune to this effect.
Autumn: Wailing Wind: You make a spiraling strong wing in the area around you. The wind has the following effects where you may choose a number of creatures that you can see (this may include yourself) up to your Wisdom modifier to be unaffected by this:
- Unprotected flames in the aura are dispersed
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the aura.
- The area is difficult terrain.
Winter: Hail: A Flurry of snow and ice surround you as the temperature decreases. When a creature willingly enters the aura or starts its turn inside they take a number of cold damage equal to 1d4+ your Proficiency Bonus. You may choose a number of creatures equal to your Wisdom Modifier (this can include yourself) to be unaffected by this.
Weather Weave
At 14th level your Aura of Season ability improves increasing its range and intensifying the storms within it. Your Aura increases by an additional 10ft radius.
Spring: Pheromones: A waft of Pollen and Pheromones mix in with your sweet scent making those around you more likely to be attracted to you. When you expend a spell slot to cast a Druid spell that can charm a creature within your aura, you ignore its immunity to the charmed condition.
Summer: Heat Wave: Whenever you expend a spell slot to cast a Druid spell that deals fire or radiant damage to a creature within your aura you can add your wisdom modifier to one damage roll of the spell that deals it to that creature.
Autumn: Tailwind: as a bonus action, you can target a willing creature you can see within 30ft of you to move to a spot using their movement speed. If they are in range of a creature they may also make one weapon attack against them. This movement does not provoke attacks of opportunity.
Winter: Snowstorm: A flurry of snow and ice fills the aura, making it a heavily obscured area. You may choose a number of creatures you can see up to your Wisdom Modifier (this can include yourself) to treat the area as lightly obscured.
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Previous Versions
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3/16/2024 1:46:25 AM
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