Druid
Base Class: Druid

Druids of the Circle of Seasons harness the constant changing of the seasons to use their magic. Through their connection to the elements and seasons, they govern the weather and temperature of the area around them. Some of these druids specialize in one season, while others work to blur the line between them with a mix of different abilities. This circle is normally governed by four rulers: each one embodying one of the four seasons. If you choose this subclass, work with your DM to figure out who these leaders are in your world and what they are like. 

Season Knowledge

When you choose this circle at 2nd level, you learn to harness the power of the seasons. You learn one of the following cantrips of your choice and can prepare one first-level spell with the same season. The first-level spell is an addition to your spell list; you don't always have it prepared. 

Winter: Cantrip: ray of frost

1st Level Spell: fog cloud

Spring: Cantrip: guidance

1st Level Spell: sleep

Summer: Cantrip: word of radiance

1st Level Spell: searing smite

Autumn: Cantrip: vicious mockery

1st Level Spell: command

Weather Burst

Starting at 2nd level, you are able to channel the seasons through your body to create wondrous effects. You can spend a spell slot to create one of four effects, each one corresponding to a season.

Winter: As an action, you create a blast of icy air whirling around yourself. All creatures within 5 feet of you must make a Constitution saving throw. On a fail, they take cold damage equal to 2d6 times the level of the spell slot expended or half as much on a success.

Spring: As an action, you cause your body to radiate with new life. Creatures of your choice within 10 feet of you gain temporary hit points equal to your proficiency bonus + the level of the spell slot expended

Summer: As an action, you begin to glow with heat that resembles the blazing sun. All creatures within 15 feet of you must make a Dexterity saving throw. On a fail, they take fire damage equal to 1d8 + the level of the spell slot expended or half a much on a success.

Autumn: Magic leaves begin to trail around you, aiding you in your endeavors. The next ability check you make, you can add twice the number of the spell slot expended to the roll. 

Seasonal Spells

Your mystical connection to the seasons infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th levels you gain access to seasonal spells connected to one of the four seasons. Choose that season — Spring, Summer, Autumn, or Winter,  — and consult the associated list of spells.

Once you gain access to a seasonal 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.

Winter
Druid Level Spells

3rd

blindness/deafness

5th

vampiric touch

7th

ice storm

9th

negative energy flood, cone of cold 

Spring
Druid Level Spells

3rd

calm emotions

5th

revivify

7th

aura of life

9th

mass cure wounds, skill empowerment

Summer
Druid Level Spells

3rd

branding smite

5th

fireball

7th

sickening radiance

9th

insect plague, dawn

Autumn
Druid Level Spells

3rd

blur

5th

fear

7th

hallucinatory terrain

9th

geas, mislead

 

 

Weather Veil

Starting at 6th level, you spend one use of your Wild Shape to surround yourself with seasonal energy to conceal yourself. The veil heavily obscures all objects inside of it and spreads 20 feet outwards from you. It moves as you move, but does not go around corners. In addition, you and your allies gain two resistances while inside the veil depending on the season you channel. The veil and the resistances last for a number of rounds equal to your proficiency bonus. 

Winter- You and your allies are surrounded by ice and snow and gain resistance to cold and piercing damage.

Spring- You and your allies are surrounded by flower petals and gain resistance to radiant and poison damage.

Summer- You and your allies are surrounded by green leaves and gain resistance to fire and lightning damage.

Autumn- You and your allies are surrounded by autumn leaves and gain resistance to necrotic and psychic damage

Elemental Defense

When you reach 10th level, you permanently gain resistance to one of the following resistances of your choice.

Winter- Fire

Spring- Necrotic

Summer- Cold

Autumn- Radiant

Strength from the Skies

When you reach 14th level, your ties to the weather and seasons are at their strongest. You can change the weather for one minute and can do this a number of times equal to your proficiency bonus before you need to finish a long rest. During this time, you and your allies gain advantage on one saving throw of your choice.

Winter Snow: You and your allies get advantage on Constitution saving throws

Spring Rain: You and your allies get advantage on Dexterity saving throws

Summer Sun: You and your allies get advantage on Wisdom saving throws

Autumn Wind: You and your allies get advantage on Strength saving throws

 

 

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