Circle of the Seasons Druid

Druids of the Circle of the Seasons draw power from their connection to the shifting seasons. As their power grows they gain access to the full fury that each season can express.

Seasonal Scion

At 2nd level, you tap into the power of the seasons and become their scion. You gain a resource called Scion Points that can be spent to modify and generate your magics.

Scion Points

You have a maximum amount of scion points equal to your druid level, and you gain You can never have more scion points than shown on the table for your level. You regain all spent scion points when you finish a long rest.

Flexible Casting

You can use your scion points to gain additional spell slots, or sacrifice spell slots to gain additional scion points. You learn other ways to use your scion points as you reach higher levels.

Creating Spell Slots

You can transform unexpended scion points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots

Spell Level Cost 1 2 2 3 3 5 4 6 5 7

Converting a Spell Slot to scion points

As a bonus action on your turn, you can expend one spell slot and gain a number of scion points equal to the slot’s level.

Metamagic

At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain a new Metamagic option at 3rd, 7th and 11th and 15th level. You can find the metamagic options that you gain access to at these levels in the following table and the descriptions of these metamagic options on page 2.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Seasonal Metamagic

Druid Level Metamagic 3rd Invigorating Spell 7th Flaring Spell 11th Withering Spell 15th Freezing Spell

Seasonal Spells

Your mystical connection to the seasons infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to seasonal Spells.

Seasonal Spells

Druid Level Spell 3rd Spikegrowth 5th Daylight 7th Cloudkill 9th Cone of Cold

Spring's Vigor

When you choose this Circle at 2nd level you are filled with the youthful essence of spring.

Your movement speed in all forms is increased by 5 ft and you have advantage on Persuasion checks to convince creatures to have fun or let loose.

Summer's Radiance

At 6th you learn to channel the light of summer.

If a creature starts its turn within 30 feet of you and can see you while you are affected by Daylight, you can force the creature to make a Constitution saving throw if the you aren't Incapacitated. On a failed save, the creature is Blinded until the start of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at the you in the meantime, it must immediately make the save.

Autumn's Decay

At 10t level you embrace the sapping energy of autumn.

You are resistant to poison and necrotic damage and are immune to the poisoned condition.

Winter's Stillness

At 14th level you may force creatures into a state of frozen tranquility.

As an Action on your turn you may choose a creature within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or it is paralyzed. At the end of each of its turns, and whenever it takes damage, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Once you use this feature, you can’t use it again until you finish a long rest.

Confluence of the Aspects

At 14th level you learn to merge the aspects of the seasonal climates to become an Avatar of the Seasons.

You may expend 2 uses of wildshape and 8 scion points to transform into an avatar of the seasons. While using Wild Shape in this form you may cast spells as normal. The stats and abilities for the Avatar of the Season can be found in its stat block on page 2.