Druid
Base Class: Druid

Nature has cycles, it finds different purposes for itself in different times of the year, and so do the druids of the Circle of Seasons. It's in the changing and evolving quality of nature that these druids find their power and calling.

Some Druids in the Circle of Seasons shed their magical skin and grow a new one to match their surroundings, some change on a whim or to according to their mood, while very few remained tied to a season for too long. Adaptive folk, Seasons Druids are masters in knowing when a change is needed to accomplish their goals.

 

Ward of the Seasons

When you join this Circle at 2nd level, your bond with the ever-changing aspect of nature creates a magical aura around you that changes based on the season you choose to represent. While you are not incapacitated, that aura expends to 5 feet of you in every direction, but not through total cover. You can activate or dismiss your aura at any point as an action, and change the season you choose to represent and its effects after a short or long rest.

Autumn. While this aura is activated leaves fall behind you wherever you go.  Whenever an hostile creature you can see enters your aura, they must succeed a Wisdom saving throw against your spell save DC or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success

Spring. Flowers grow around you as you walk, blessed by the life-giving energy of spring. When a creature in your aura regains hit points, you can choose to add your Druid level to the number rolled.

Summer. The fiery energy of summer fuels you and your allies. You and any creature of your choice that begins their turn inside your aura gains a bonus to attack rolls equal to your proficiency bonus.

Winter. Light snow falls inside your aura, protecting you from danger.  Whenever a creature inside your aura forces you to make a saving throw, you can add your Wisdom modifier to the roll.

At level 14, your aura increases to 10 feet.

Champion of Change

Starting at 2nd level, as a Bonus Action, you can expend a use of your Wild Shape feature to improve your Ward of Seasons feature. For 1 minute, your aura expends to 15 feet, and the area inside it is considered difficult terrain for any creature of your choice.

Additionally, whenever you damage a creature inside your aura, you gain a bonus to the damage rolled equal to your druid level. The damage type changes according to the season you choose to represent: Poison for Autumn, Piercing for Spring, Fire for Summer and Cold for Winter.

At 14th level, your aura increases to 30 feet.

Protection from Nature

Starting at 6th level, you gain resistance to the type of damage associated with your current aura: Poison for Autumn, Piercing for Spring, Fire for Summer and Cold for Winter. Additionally, as a reaction, you can choose to forego this resistance until the end of your next turn, and grant it to another creature inside your aura.

Improved Champion of Change

When you reach 10th level, your bond with the seasons grow stronger, giving you more options to influence the area around you. Whenever you activate your Champion of Change feature, you gain the additional benefits:

Autumn. The somber nature of Autumn falls on creatures around you. As a bonus action, you can choose any creature that you can see inside your aura and force them to make a wisdom saving throw against your spell save DC or fall under the effects of the Slow spell. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Spring. The flowers created by your connection with spring emanate healing magic. Every time you cast a spell of first level or higher, you can choose a creature inside your aura to regain hit points equal to 1d8 + your Wisdom modifier.

Summer. The magical heat created by your bond with nature is overwhelming. Each creature of your choice that begins their turn inside your aura immediately takes 1d8 fire damage.

Winter. A powerful blizzard storms around you. You can choose to grant any creature inside your aura a +2 bonus to their AC.

Master of Seasons

When you reach 14th level, the aura granted to you by your Ward of the Seasons feature increases to 10 feet. When you expend a use of your Wild Shape feature, the aura increases to 30 feet.

Additionally, you can now change the season you choose to represent at any time as a Bonus Action.

Previous Versions

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