Druid
Base Class: Druid

The Circle of the Glacier Druids are masters of protections. The order is small and sparse, but members all have an innate connection to the Winter and the cold. Their ability to commune with the brisk wind and the sharp sleet allow them to offer protection to those looking for a warm place to stay or slow dangerous creatures in their tracks.

Bond of Ice

You know the cold so well that it does not affect you as it does others. Starting at 2nd level, you have resistance to cold damage. The cold also grants you advantage on any saving throw against being incapacitated or slowed.

Arctic Ward

Your allies can be protected by your powerful connection to the winter. At 2nd level, as an action, you can expend a use of your Wild Shape to give protection to an ally. When you touch your ally, you can grant them several benefits:

  • They gain a +2 to their AC
  • When they are damaged by a melee attack, the creature attacking them takes 1d6 cold damage.
  • Once per turn, they can deal an additional 1d8 cold damage on an attack.

These benefits last for 1 minute, until you take damage, or until you expend another use of wild shape

Expanded Spell List

Your connection to the ice and all of its properties grants you access to additional spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells on the CIrcle of the Glacier Spells table. Once you gain access to these spells, they are always prepared and don't count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level level
3rd Blur, Ray of Enfeeblement
5th Catnap, Slow
7th Hallucinatory Terrain, Ice Storm
9th Antilife Shell, Cone of Cold

Black Ice Burn

When you cast a spell that deals cold damage, you can choose one creature affected by the spell to make a constitution saving throw against your DC. On a failure, the creature is under the effect of the Slow spell until the end of your next turn. Only one creature can be affected by this feature at a time. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses on a short or long rest.

Frostbite Bulwark

At level 10, you can control your ward and improve it. These improvements include:

  • The damage dealt by the ward when the ward is attacked increases from 1d6 to 2d6.
  • The cold damage dealt by the creature once per turn increases from 1d8 to 2d8.
  • If a healing spell is cast on the creature affected by the ward, you gain hit points equal to half of the total healing.

Sickening Chill

Your control of the chill has become forceful and strong. As an action you can force all hostile creatures in a 30ft radius to make Constitution saving throws against your DC. On a failure, they are frozen in place until the end of your next turn. Their movement becomes 0, and they are stunned. On a save, their movement speed is halved until the end of your next turn, and they are not stunned.

This ability can be used once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2023 5:42:08 PM
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