The circle of the seasons venerate the natural progression of the wilderness, and the beauty which can be found in change. They are often wanderers, travelling between biomes in order to experience all nature has to offer. Some druids who follow this path specialize in a single season, others stick to the currently active season, and some are generalists whose embodied season depends on their current needs.
Many druids of this circle are Eladrin from the Feywild who wander the material plane and protect the wilderness. Many of these druids are also skilled alchemists, as they have good knowledge of the plants and their effects.
Level 3: Embodiment of the Seasons
As a bonus action, you can expend one charge of your Wild Shape to embody one of the four seasons. Your skin and hair takes on the colors and textures of your chosen season. For example, when you become the Embodiment of Winter, your skin might turn pale blue and your hair becomes covered in hoarfrost and icicles.
While the form is active, the spell list for that season counts as prepared, your AC becomes 13 + your Wisdom modifier (you cannot wield a shield and benefit from this), and you gain an additional benefit depending on the chosen season.
Spring Cleansing (spring): As a bonus action, you grant a creature within 30 feet temporary hit points equal to 1d6 + your Druid level.
Heat of Summer (summer): Creatures within a 10 foot emanation from you take additional damage from your fire spells and cantrips equal to your Wisdom modifier, and creatures that hit you with a melee attack take fire damage equal to your Wisdom modifier.
Autumn Swirls (autumn): As a bonus action, you teleport 15 feet to an unoccupied space you can see. You disappear and reappear in a swirl of autumn leaves.
Frozen Icicles (winter): As a bonus action, you throw an icicle, making a ranged spell attack against a creature within 60 feet of you. On a hit, it deals 1d8 + your Wisdom modifier cold damage.
The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Level 6: Inevitability of the Seasons
While Embodiment of the Seasons is active, you gain resistance to a damage type depending on your season:
- Spring: Poison & Acid
- Summer: Fire
- Autumn: Thunder & Lightning
- Winter: Cold
Level 10: Seasonal Mastery
The forms granted by Embodiment of the Seasons are improved.
Spring Cleansing: Affected creatures are also cleansed of an effect which causes it to be Poisoned, Charmed, Frightened, or a disease, and an unconscious creature is stabilized.
Heat of Summer: You gain a flying speed equal to your movement speed, and you gain 120 feet of darkvision. This darkvision can see through magical darkness.
Autumn Swirls: The range increases to 30 feet, and you can bring a creature along with you, provided they are willing and not larger than you.
Frozen Icicle: The damage of the icicle increases to 2d8 + your Wisdom modifier, and creatures that are hit can't take reactions until the start of your next turn.
Level 14: Avatar of the Seasons
Your Embodiment of the Seasons now lasts for an hour. Additionally, while it is active, at the start of your turn you can choose to advance one season, going from spring to summer, summer to autumn, autumn to winter, or winter to spring.