Circle of the Seasons | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Circle of the Seasons

Druids in this circle are devoted to their season and herald its coming. They hold ceremonies for the changing of all seasons, but one in particular holds great importance to them.    

Seasonal Initiate

At 2nd level, when choosing this circle, you choose one of four seasons:
  • Spring: Druids of this season can control plant magic and that of winds and storms that herald the proliferation of life.
  • Summer: Druids of this season manipulate the harsh power of the sun, summoning searing flames and blinding light.
  • Autumn: Druids of this season are in touch with the passing of life and understand that just as all life begins and grow, it too shall come to an end.
  • Winter: Druids of this season thrive in bitter-cold environments and harness the graceful yet dangerous element of water in its frozen state.
  •    

    Seasonal Recovery

    Starting at 2nd Level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots. Your armor class becomes 10 + your Charisma and Wisdom modifier while you aren't wearing armor. At 5th level you add your Strength or Constitution modifier to any armor like substance made out of various things dependents on your season, such as winter and ice like she covers your body, spring a rock like and plant-based Living Armor surround your skin, Autumn your skin naturally becomes harder and harder, etc. as the seasons begin to protect you so that you can in return protect them.    

    Circle Spells

    Your connection with the circle grants you the power to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to natural flame. Once you gain access to a circle 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.

    Spring

    Level Spell
    3rd Cure Wounds, Goodberry
    5th Gust of Wind, Warding Wind
    7th Call Lightning, Plant Growth
    9th Storm Sphere, Stone Skin
     

    Summer

    Level Spell
    3rd Burning Hands, Faerie Fire
    5th Aganazzar’s Scorcher, Continual Flame
    7th Daylight, Fireball
    9th Fire Shield, Wall of Fire
     

    Autumn

    Level Spell
    3rd False Life, Ray of Sickness
    5th Moonbeam, Web
    7th Nondetection, Speak with Dead
    9th Blight, Death Ward
     

    Winter

    Level Spell
    3rd Frost Fingers, Ice Knife
    5th Misty Step, Snilloc’s Snowball Swarm
    7th Sleet Storm, Waterwalk
    9th Control Water, Ice Storm
     

    Seasonal Attunement

    Starting at 6th level, you have become more in-touch with your season. Depending on your season, you gain resistance to a certain type of damage. At 11th level, this becomes an immunity. Also, when you deal melee damage of any kind with any weapon including unarmed attacks. you roll 2d6 additional damage of this type. At 14th level, the damage increases to 4d6, and to 6d6 at 17th level:
    • Spring: Poison damage.
    • Summer: Radiant damage.
    • Autumn: Necrotic damage.
    • Winter: Cold damage.
         

    Seasonal Endowments

    At 10th level, your dedication to your season has enhanced your abilities, and you are granted a special feature:
    • Spring: Your hit points maximum increases by your Wisdom and Charisma modifier if it is above 0 It also increases by 1HP/per druid level at the start of your turn. If you were hit with acid or fire, you do not heal the HP.
    • Summer: You add your Wisdom and Charisma modifier to the damage rolls of your Druid spells.
    • Autumn: Celestials, Fiends, Fey and Undead (of a CR half your Druid level) have disadvantage on saving throws against your Druid spells.
    • Winter: You have immunity to non-magic bludgeoning, piercing and slashing damage.
         

    Aura of Equinox

    At 14th level, you can spend an action to cast an aura around you in a 60-ft radius sphere. Enemies in this aura take damage of your Seasonal Attunement type equal to your Wisdom and Charisma modifier + your Proficiency Bonus whenever they first enter the aura and when they end their turn in it on subsequent turns. You can use this feature a number of times equal to your wisdom modifier. You regain all uses after a long rest.
     


    Created by

    Lord Mcberry.

    Statblock Type

    Feat

    Link/Embed