Circle of fall
The circle of fall are druids who embody the progression to winter. As all the plants start to decay and the animals leave the crisp chilly air starts to take a hold of the flora and fauna.
These druids often adorn themselves with scythes and wrap themselves and hay and wheat to signal the end of the summer. It is said that farmer’s copied the idea of scarecrows from druids who would dress false creatures to scare away birds to help them migrate. These druids have an affinity for the dead and often perform rituals to help the dead move on to the afterlife.

Horrid form
Starting at the 2nd level, when you expend a use of your wild shape feature, you may instead use this ability to change into a scarecrow (in the monster manual). When you change, instead of taking the scarecrows hp and ac, you gain a number of hit points equal to (your level) x 10 with a maximum of 50 hp at level 5. After level 5 your hp while a scarecrow increases by 5 each time you level up. Your armor class is instead equal to 11 plus your wisdom modifier. You follow the usual rules of your wild shape ability, however it only takes a bonus action to change instead of an action.

Return
Starting at the 2nd level, you learn the chill touch cantrip.

Tools of the trade
Starting at the 2nd level, you gain proficiency with scythes and you may use them as a weapon.
A Scythe deals 1d8 slashing damage on a hit and has the reach and two handed properties.
It also costs 1 gold piece to buy one.

The harvest
Starting at the 6th level, when you reduce a creature to 0 hit points with an attack or spell, you gain temporary hit points equal to your constitution and wisdom modifier combined.

Reaper
Starting at the 6th level, when you hit a creature with a melee weapon attack, you can use a bonus action to deal an additional 1d8 necrotic damage to your target. This deals an additional 1d8 damage to creatures with the plant type.
Starting at the 14th level, this extra damage deals an additional 1d8 necrotic damage.

Fear aura
Starting at the 10th level, some folks start to deem you off putting. You may use your wisdom modifier instead of your charisma modifier when making intimidation checks. In addition when you roll a 15 or higher on an intimidation check any creature of your choice within 15 feet of yourself must make a wisdom saving throw versus your spell save dc or gain the frightened condition for 1d4 rounds on a fail.

Reaping hour
Starting at the 14th level, your crit range increases by 1 (meaning you crit on a 19-20). And when you score a crit on a spell or weapon attack, you deal an additional 2d8 necrotic damage.