Circle of the Seasons

Members of the Circle of Seasons are druids who observe the passage of time, and respect change as a necessary element of growth. Through their devotion, they take on the aspects of the changing seasons.

Circle of the Seasons Features
Druid LevelFeature
2ndAspect of the Seasons
6thPrimal Focus
10thEnhanced Aspects
14thPassage of Time

 Aspect of the Seasons

2nd-level Circle of Seasons feature

You can expend one use of your Wild Shape feature to take one of the aspects below as a bonus action. You remain in this aspect for 10 minutes, until you dismiss it during your turn, or you take on a different aspect.

Autumn’s Leaves. You have resistance to ranged weapon damage. As a bonus action while bearing this aspect and as part of the same bonus action you used to enter it, you can grant one creature within 30 feet of you, which can be you, 1d8 + your Wisdom modifier temporary hit points.

Spring’s Rain. You have resistance to fire damage. As a bonus action while bearing this aspect and as part of the same bonus action you used to enter it, you can summon a cloud of fog in your space, rendering it heavily obscured until the start of your next turn.

Summer’s Heat. You are immune to the effects of exhaustion and your speed can’t be reduced by magic. As a bonus action while bearing this aspect and as part of the same bonus action you used to enter it, you can make a ranged spell attack against a target within 30 feet of you. On a hit, the target takes 1d6 + your Wisdom modifier fire damage.

Winter’s Tempest. You have resistance to cold damage. As a bonus action while bearing this aspect and as part of the same bonus action you used to enter it, you can summon a chilling wind around you until the start of your next turn. Each creature with 30 feet of you that moves toward you must spend one additional foot of movement for each foot moved, and a foe which ends its turn within 10 feet of you takes cold damage equal to your Wisdom modifier (minimum of 1 damage).

Primal Focus

6th-level Circle of Seasons feature

When you take on an aspect, you gain additional benefits for 1 hour or until you take on a different aspect. If you use your Wild Shape feature to transform into a beast, you gain the benefits of equinox if it is spring or autumn or solstice if it is summer or winter, as if you had assumed an aspect.

Equinox. When you enter Autumn’s Leaves or Spring’s Rain, you have advantage on Intelligence (Investigation) checks while outdoors and (Wisdom) Perception checks at night. You can see into nonmagical darkness to a distance of 60 feet.

Solstice. When you enter Summer’s Heat or Winter’s Tempest, you are unaffected by extreme temperatures (but still take fire and cold damage normally), your movement speed increases by 10 feet while outdoors, and you have advantage on Strength (Athletics) checks.

Enhanced Aspects

10th-level Circle of Seasons feature

Your aspect grants you additional benefits:

Autumn’s Leaves. When a creature within 30 feet of you is hit by an attack, you can take a reaction to make the attacker reroll the d20. You choose which roll to keep.

Spring’s Rain. When a creature within 30 feet of you makes a saving throw, you can take a reaction to roll a d6 and add the number rolled to its saving throw.

Summer’s Heat. When a creature within 30 feet of you makes an ability check, you can take a reaction to roll a d6 and subtract the number rolled from its check.

Winter’s Tempest. When a creature moves within 30 feet of you, you can take a reaction to blast it with biting winds. The creature must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and knocked prone.

Passage of Time

14th-level Circle of Seasons feature

The duration of the blinded, charmed, deafened, frightened, paralyzed, or stunned conditions, as well as magical effects that target you are reduced by 1 round at the start of each of your turns before you suffer the effects. For instance, if you are stunned until the end of your next turn, the stunned condition ends at the start of your turn, ending the condition for you and allowing you to act normally that turn instead.