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.