Seasons
Their Wild Shapes are shaped by the changing of seasons, the circle that drives life and life on the material plane. The Circle of the Seasons are the most lawful of the Druids as the Winter must always make way for Spring and continue the path of Summer then Autumn. They are the most militant of the Druid Circles.
| Season | Effect |
|---|---|
| Summer | Your arm channels the scorching power of Summer. Whenever you make an unarmed strike, you deal Fire damage equal to your WIS modifier (Minimum 1). |
| Autumn | Your arm channels the harvesting power of Autumn. Whenever you make an unarmed strike, you deal 1D4 Necrotic damage and regain half the Necrotic damage dealt rounded up. |
| Winter | Your arm channels the freezing power of Winter. Whenever you make an unarmed strike, you reduce the target’s movement speed by 1D4 times 5 ft until the end of their next turn. |
| Spring | Your arm channels the rejuvenating power of Spring. Whenever you make an unarmed strike, you can heal a target within 5 ft of your hit points equal to your WIS modifier (Minimum 1). |
| Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Flaming Sphere |
| 5 | Fireball |
| 7 | Fire Shield |
| 9 | Flame Strike |
| Level | Prepared Spells |
|---|---|
| 3 | Cause Fear, Phantasmal Force |
| 5 | Enemies Abound |
| 7 | Phantasmal Killer |
| 9 | Mislead |
| Level | Prepared Spells |
|---|---|
| 3 | Armor of Agathys, Rime’s Binding Ice |
| 5 | Sleet Storm |
| 7 | Ice Storm |
| 9 | Cone of Cold |
| Level | Prepared Spells |
|---|---|
| 3 | Cure Wounds, Healing Spirit |
| 5 | Aura of Vitality |
| 7 | Aura of Life |
| 9 | Mass Cure Wounds |
| Season | Effect |
|---|---|
| Summer | Your greaves channel the scorching power of Summer. You leave trails of Fire 5 ft wide wherever you walk. Any other creature entering that area takes 1D8 Fire damage. A creature can only take one instance of this damage per turn. |
| Autumn | Your greaves channel the harvesting power of Autumn. Stalks of corn sprout in 5 ft wide rows wherever you walk. They have an AC of 12 and 5 hit points for every 5 ft. They provide Full Cover while inside them. Moving into them requires a bonus action and moving through them requires an action. The stalks wither away after one minute. |
| Winter | Your greaves channel the freezing power of Winter. You leave slippery trails of ice 5 ft wide wherever you walk. A creature must make a DEX saving throw DC equal to your spell save DC when entering the ice for the first time. On a failed save the creature falls Prone. |
| Spring | Your greaves channel the rejuvenating power of Spring. You leave small bulbs of healing everywhere you walk. Every 5 ft you walk a bulb sprouts. Creatures you designate can use a bonus action to eat one and gain 1D4 hit points. |
| Season | Effect |
|---|---|
| Summer | Your helm channels the scorching power of Summer. The light of the sun illuminates all concealed and Invisible creatures and objects within 60 ft. They show in glowing yellow outlines. |
| Autumn | Your helm channels the harvesting power of Autumn. You can use your reaction to reduce an instance of damage by 1D8, you gain temporary hit points equal to the damage reduced. |
| Winter | Your helm channels the freezing power of Winter. You have plus 2 AC. |
| Spring | Your helm channels the rejuvenating power of Spring. Your healing spells heal an additional 1D6 hit points. |
| Season | Effect |
|---|---|
| Summer | Your Scimitar channels the scorching power of Summer. Your attacks with the Scimitar deal an additional 1D10 Fire damage. |
| Autumn | Your Scimitar channels the harvesting power of Autumn. A creature hit with your Scimitar has disadvantage on their next WIS saving throw. |
| Winter | Your Scimitar channels the freezing power of Winter. A creature hit with your Scimitar must make a CON saving throw DC equal to your spell save DC and on a fail loses 1D4 AC until the end of their next turn. |
| Spring | Your Scimitar channels the rejuvenating power of Spring. Your Scimitar gives you the Parry reaction giving you plus 4 AC. |
| STR | DEX | CON |
|---|---|---|
| 19 (+4) | 21 (+5) | 18 (+4) |
Subclass Features
Strike of the Season
You are trained to defend the natural order. You can make an unarmed strike as a bonus action. You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Hand of the Seasons
You can use your Wild Shape to transform one of your arms into a conduit for the power of a season. Your unarmed strikes hit dice become 1D6 and have one of the following effects.
Circle Spells
Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare. Choose from Summer, Autumn, Winter, and Spring. You can change your Circle spells every long rest.
Summer
Autumn
Winter
Spring
Greaves of the Seasons
When you use your Arm of the Season you summon Greaves that channel the same seasonal power. You gain the following benefits as long as you are not using a Flying speed
Helm of the Seasons
When you use your Arm of the Season you summon a helm that channels the same seasonal power. You gain the following benefits
Armaments of the Seasons
When you use your Arm of the Seasons you manifest a Shield and Scimitar that channel the same seasonal power. Your shield gives you plus 2 AC and your Scimitar acts gains the benefits of your Arm of the Season. You again the following benefits
Templar of the Seasons
Once per long rest your use of Wild Shape can change you into a heightened form. You take the form of a Fiery Knight of Summer, Haunting Myrmidon of Autumn, Icy Soldier of Winter or Radiant Warrior of Spring. The temporary hit points you gain are equal to twice your Druid level. You have the following features
AC: 20 (Including Shield, 22 if you are channeling Winter)
Speed: 40 ft
Skills: Medicine +6, Nature +6
Senses: Passive Perception 20
Features: 60 ft of True Sight
Summer: Immunity to Fire damage. Immunity to the Blinded/Deafened conditions.
Autumn: Immunity to Necrotic damage. Immunity to the Frightened condition.
Winter: Immunity to Cold damage. Immunity to the Charmed condition.
Spring: Immunity to Radiant damage. Immunity to the Poisoned condition.
Actions
Twin Slash: You can make two Scimitar attacks.
Summer (2/Wild Shape): You can cast Fireball without expending a spell slot.
Autumn (2/Wild Shape): You can cast Spirit Shroud without expending a spell slot.
Winter (2/Wild Shape): You can cast Sleet Storm without expending a spell slot.
Spring (2/Wild Shape): You can cast Haste without expending a spell slot.