Sow, Grow, and Reap in the Harvest Cycle
You are drawn to the cyclical nature of existence, and often take on roles as a shepherd of different cycles. How do you preserve the balance?
Level 3
Cornucopia.
(1/Safe Rest) When you Field Rest, create a cornucopia that provides enough Rations for everyone. Everyone eating this food gains KEY d4 temp HP.
Sowing, Growing, Reaping.
You have advantage on Naturecraft rolls.
Whenever you finish a Safe Rest, you may choose to exchange your Radiant or Necrotic spells for Terramancy spells. You must then choose a favoured season (spell school): Sowing (Terramancy), Growing (Radiant) or Reaping (Necrotic).
Level 7
Bountiful Harvest.
(WIL times/Safe Rest) Action: Grant up to six allies a benefit depending on your favoured season:
- Sowing. Targets gain KEY temp HP.
- Growing. Targets add 1d4 to saves until the end of the next round.
- Reaping. Targets deal KEY extra damage to their next attack.
Level 11
Blessing of the Seasons.
(WIL times/Safe Rest) An ally you see may reroll a save if it matches your favoured season:
- Sowing: WIL
- Growing: INT
- Reaping: STR
Level 15
Eternal Wheel.
(1/Safe Rest) Depending on your favoured season, your Bountiful Harvest grants you and any targets an additional benefit for the next minute:
- Sowing: Gain 1d6 temp HP each turn.
- Growing: Gain Advantage on saving throws and ability checks.
- Reaping: Defend for free. (1/round still applies)