The Changing Seasons

Faction written by - AwakenedShrub
The Changing Seasons are a group of order keepers within Arlogas who maintain the sensitive balance of the natural order within the province. Their original founding came about when The Everbloom became dark, and since then they've been quite busy trying to repair the damage that's been dealt to the region. Most members of The Changing Seasons specialize in one or two areas, but the faction welcomes all those who are capable of upholding the balance.

Prerequisite

To join this faction, interested individuals must undergo a trial, completing the following prerequisites will allow entry into the faction.
  • Complete an authorized task from someone of Druid or higher rank.
  • Appear before the faction's Archdruid for a judgment of character.

Faction Equipment Package

The starting gear and proficiencies gained for those joining the faction.
  • Cave Compass [See Below]
  • Adventuring Clothes
  • Mark of the Season [See Below]
  • Proficiency in one of: Herbalism kit, Navigator's tools, or Poisoner's kit.

Ranks

The ranks a member can advance to in a faction, and the benefits and/or upgrades they gain upon reaching them.  
# Rank Benefits
1 Initiate Faction Equipment Package, Eradicator, Library Access, Entwined with Nature, Mark of the Season
2 Order Keeper Cave Compass, Entwined with Nature, Mark of the Season
3 Druid Attribute Cap Increase, Entwined with Nature, Mark of the Season
4 Forest Guardian Entwined with Nature, Mark of the Season
5 Archdruid

Faction Benefits

Detailed descriptions of the benefits gained at specific ranks within The Changing Seasons.

Eradicator

Once per Long rest, you may designate one non-magical weapon on your person or one cantrip that you know, the damage for that weapon or cantrip becomes Radiant. This effect lasts until your next long rest.  

Library Access

You gain access to the libraries of The Changing Seasons, which vary in quality depending on the faction's presence in the area and how related the topic is to the faction.  

Entwined with Nature

The character gains the Druidcraft cantrip and can learn a number of spells from the Druid or Ranger per the table below. The levels of these spells are also based on the character's rank. When the character ranks up they may replace any number of spells gained by this benefit. These spells do not count against spells known. These spells can be cast once per long rest and cannot be cast by any other means.  
Rank Spells Known Spell Casts
Initiate 1 Druidcraft, 1 1st Lvl
Order Keeper 2 Druidcraft, 1 1st Lvl, 1 2nd Lvl
Druid 3 Druidcraft, 1 1st Lvl, 1 2nd Lvl, 1 3rd Lvl
Forest Guardian 4 Druidcraft, 1 1st Lvl, 1 2nd Lvl, 1 3rd Lvl, 1 4th Lvl

Cave Compass

This two piece metal contraption assists those of the faction who delve into caves. One part of the compass can be placed at the beginning of a cave while the other is carried. As an action the user can say a passphrase to activate the portion of the compass that they're holding. Upon activating the Cave Compass a hidden path appears that leads back to the other portion of the compass. This path can be seen innately by anyone bearing the Mark of the Season, it can also be seen by those with truesight or by using Detect Magic - for which the school of magic is divination. This compass can only be used inside of caves and fails to activate or split into two pieces when outside of caves.  

Attribute Cap Increase

+2 to one ability score cap of your choice; this boosts the maximum of the ability score, but not the score itself.  

Faction Signifier

 

Mark of the Season

Placed somewhere on the bearer's skin, this mark glows with abjuration magic and alternates between four different symbols - which correspond to the current season. The complexity and size of these marks indicate the rank of the member. In order from lowest to highest: Initiate, Order Keeper, Druid, Forest Guardian, Archdruid. These marks supply the bearer with different abilities based on the current season. Regardless of the rank this mark is well known as typically being a sign that aid is coming to a currently out of balance area.  

Winter

This mark bears the color and shape of a light blue snowflake with four, eight, sixteen, thirty two, or sixty four points based on the bearer's rank.
  • While this mark is active the bearer is unaffected by the "Extreme Cold" weather condition (DMG, pg. 110), they are also unaffected by the "Frigid Water", and the "Slippery Ice" wilderness hazards (DMG, pg. 110).
  • Additionally, as a reaction to taking cold damage the bearer can activate the mark and gain resistance to cold damage until the start of their next turn.
  • When the bearer has the rank of Druid or higher the reaction to gain resistance becomes immunity and while this mark is active they passively have resistance to cold damage.

Spring

This mark bears the shape of a pink flower with one, two, four, eight, or sixteen petals based on the bearer's rank.
  • While this mark is active the bearer isn't affected by the "Heavy Precipitation" weather condition (DMG, pg. 110),
  • They are also unaffected by the "Razorvine" wilderness hazard (DMG, pg. 110). Additionally, the bearer can cast Entangle at will this version of Entangle has a DC of 8 + Proficiency + WIS + Rank Bonus.
  • When the bearer has the rank of Druid or higher they can cast this Entangle as a bonus action, and it no longer requires concentration to maintain it.

Summer

This mark bears the color and shape of a sun with one, two, four, eight, or sixteen rays based on the bearer's rank.
  • While this mark is active the bearer isn't affected by the "Extreme Heat" weather condition (DMG, pg. 110)
  • They are also unaffected by the "Quicksand" wilderness hazard (DMG, pg. 110).
  • Additionally, as a reaction to taking fire damage the bearer can activate the mark and gain resistance to fire damage until the start of their next turn. When the bearer is the rank of Druid or higher the reaction to gain resistance becomes immunity and while this mark is active they passively have resistance to fire damage.

Fall

This mark bears the color and shape of a brown branch with one, two, four, eight, or sixteen orange leaves based on the bearer's rank.
  • While this mark is active the bearer isn't affected by the "Strong Wind" weather condition (DMG, pg. 110).
  • Additionally, this creature can cast Feather Fall at will ignoring the material components.
  • This can be done a number of times equal to their rank where Initiate has 1 and Nature's Instrument has 5. When the bearer has the rank of Druid or higher they can control the speed of their descent at will, falling at minimum 10 feet per round.
  The bearer has a number of uses of each non-passive mark ability based on their rank. All uses come back on a long rest.
  • Initiate - 1
  • Order Keeper - 2
  • Protector - 3
  • Forest Guardian - 4
  • Archdruid - Infinite

Goals

  • To rid Maloxhi of the remaining ichor pools that still corrupt the land.
  • To maintain the balance of the natural order and stabilize Maloxhi.
  • To protect The Everbloom from any further incidents like the dark period.
  • To better map out the expansive cavern network opened during the dark period.

Tenets

  • Do not interfere with the true natural disasters, the land is theirs to reclaim if they so wish.
  • Never harm the green in a way which is not beneficial or recoverable for it.
  • No one person will ever outweigh the importance of the survival of the green.
  • Ensure that the green persists, no matter the cost.

Fees

None
Type
Druidic Circle

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