Druid
Base Class: Druid

Druids within the Circle of Frostfall believe that the world's beauty should be preserved like a quaint ice sculpture that can admired for its beauty, eternally, but understand that this without caution or a some form of nurturing could mean annihilating all life, so many  of these druids try to strike a balance or prepare life to adapt and survive the cold. To better harness and survive the artic climates they bond with a primal spirit that harbors both preserving and defensive powers, often being able to used with the aid of their mortal druid partner's less rigid thinking and creativity, allowing for beautiful yet powerful displays of the powers of elemental cold.

 

Circle Spells

 2nd-level Circle of Frostfall feature

You have formed a bond with a Frostfall spirit, a primal being of preservation and defense. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Frostfall Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’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.

Circle of Frostfall Spells

Summon Frostfall Spirit

2nd-level Circle of Frostfall feature

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Frostfall spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Frostfall Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in ice, while others look like beasts coated in frost.

Frostfall Spirit

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)

Damage Immunities cold

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 13

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Frosty Flurry. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage and 1d6 piercing damage.

Flurry Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Enhanced Bond

6th-level Circle of frostfall feature

The bond with your frostfall spirit enhances your elemental and restorative spells. Whenever you cast a spell that deals cold damage or restores hit points while your frostfall spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your frostfall spirit.

Polar Veil

10th-level Circle of frostfall feature

You gain the ability to turn death into a magical chilling that can heal or encase. When a Small or larger creature dies within 30 feet of you or your frostfall spirit, a harmless spectral polar light springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to disperse the spectral polar light there and either heal the creature or deal cold damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cold Walker

14th-level Circle of Frostfall feature

The bond with your Frostfall spirit can preserve you from before you succumb death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, but not killed out right, you can cause the spirit to drop to 0 hit points, bonding with your body instead of manifesting. You then gain temporary hit points equal to half your hit points and immediately rise to your feet. While under this effect your AC becomes 18 unless it is otherwise higher, and you are immune to cold damage and resistant to all damage except fire damage. If your temporary hit points are reduced to 0 you fall unconscious  and are dying, you automatically fail 1 death saving throw.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2020 6:42:47 AM
20
6
1
Coming Soon
3/28/2023 7:29:42 PM
361
97
--
Coming Soon
Circle Of Frostfall Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes