Base Class: Druid
There is a resilience that can be found in the snow. A might unseen by most. It comes from the land itself, the blooming plants that choose to bloom even in the most difficult weather. That choose to nourish, and assist the life that lives among it. Frostbloom druids not only understand this amazing ability, but relish it, take it in, and make it their own.
Protection of the Tundra
At 2nd level, your connection with the winter and what blooms in it grants you this hardiness uncontested by most. This hardiness can even allow you to brave even the most deadly of snowstorms. When you take this subclass, you gain the following benefits:
You have resistance to cold damage. Additionally, you and friendly creatures within 10 feet of you have advantage on saving throws against exhaustion caused by extreme cold. When you finish a short or long rest in a natural winter environment such as a tundra or frozen mountain, you can cause a patch of hardy, insulated flowers to grow around you. This patch provides a comfortable temperature for you and up to five other creatures within a 10‑foot radius, protecting all parties from the effects of extreme cold. Creatures resting within the patch cannot be tracked by nonmagical means and you have advantage on Wisdom (Survival) and Intelligence (Nature) checks made to identify, harvest, or utilize plants that could grow in cold or arctic climates.
Additionally, you may cause a handful of fresh berries, nuts, or other perishable plant‑based food to become freeze‑dried; his preserves them against decay for 3 days, during which they retain the same nutrients and you can use this property on up to 10 pounds of material or 5 goodberries once per long rest.
Finally, you may take 10 minutes to perform a ritual that creates a radius of winter tundra up to a 150‑foot radius around you. This area counts as extreme cold and lasts for upwards of 1 hour.
You also learn one of the following cantrips: Dancing Lights, Shape Water, or Spare the Dying.
Choosing Dancing Lights
Player chose the dancing light cantrip.
Chose Shape Water
Player chose the Shape Water cantrip.
Chose Spare the Dying
Player chose the Spare the Dying cantrip.
Rimebloom Magic
Additionally at 2nd level, you learn to channel the persevering potential of winter plants. Their ability to stay strong and carry on even in the harshest of climates.
At the start of your turn, you may spend one wild shape to exude a Rimebloom aura. This emanation is centered on yourself and its size is calculated as your proficiency bonus multiplied by 10and lasts for 1 minute. This is an aura of ice that sinks into the core magic itself. Allied creatures starting their turn inside this aura gain 1d4+ your Druid level in temporary hit points. While imbued with these temporary hit points, any spell cast within this aura with a duration longer than instantaneous has its duration doubled.
This effect continues on all spells that were cast within the aura even after the aura has dissipated. A constant reminder of the frost that once preserved the spell.
Frostbloom Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Frostbloom 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. Trail of Pundarika and Spear Blizzard will have to be added using the "!spellbook add [name of spell]" command
| Druid Level | Spells |
|---|---|
| 3rd | Rime's Binding Ice , Misty Step |
| 5th | Leomund's Tiny Hut , Sleet Storm |
| 7th | Trail of Pundarika ,stoneskin |
| 9th | Cone of Cold , Spear Blizzard |
Winter Blooms
At 6th level, the cold you wield becomes a fertile ground for sharp, frosted flora. Whenever you cast a spell of 1st level or higher that deals cold damage, you can cause a cluster of frost‑rimed blossoms to erupt from the ground in a 10‑foot radius centered on a point within the spell’s area. The area becomes difficult terrain for creatures of your choice for 1 minute. If this is cast over water, the area becomes a circle of ice able to hold creatures of large size or smaller.
In addition, the blossoms grant a measure of your own resilience to your allies. If you or an ally were to go into death saving throws while on one of these patches, the creature would feel the cold of preservation keeping them alive. When rolling a natural 1 on the dice of a death saving throw, instead of taking 2 death saves, they would instead only take one as the frost below inhibits the creature from leaving this plane too soon. When rolling a natural 20 on the dice of a death saving throw, you or an ally not only stabilizes at 1 hp but gains the temporary hit points from your Rimebloom aura as a way to preserve for just a bit longer.
Rimebloom Enhanced
At 10th level, as you delve deeper the frost that once stung to your core feels numb. You are immune to the effects of extreme cold.
In addition, your mastery over Rimebloom Magic deepens. Your Frost becomes hardier, even able to affect those who choose to cause harm to you or your party. All hostile creatures under the effects of a spell influenced by the Rimebloom aura while in the aura are subject to disadvantage on any and all saves to release themselves from said magic.
Additionally, when cold damage is dealt to a creature the first time during a turn inside of the Rimebloom aura, they gain a stack of Freezing. A creature can gain up to 6 stacks of Freezing. The creature loses 1 stack of freezing at the end of their turn.Upon reaching 3 stacks of Freezing, a creatures movement speed is halved. When reaching 6 stacks, They must make a Wisdom save against your spell save DC, becoming restrained on a failure. A creature may reroll the save at the end of each of their turns, removing 3 stacks of Freezing and no longer being restrained on a success.
Embodiment of Winter Blooms
At 14th level, you gain the ability to embody the strong-willed plants that seem to hold out in winter's frost. As an action, you entangle yourself in the frozen magic and become Winter Bloomed for 1 minute. While in a state of Winter Bloom, you gain the following benefits:
- Aura of Holly. You can choose to exude your aura at the end of your turn instead of the beginning of your turn. When you exude your aura while in this state, you gain the following benefits: All hostile creatures caught in this aura must make a Wisdom saving throw against your spell save DC; on failure, they gain 2 stacks of Freezing. Your aura size increases by an additional 30 ft, and its duration is 10 minutes instead of 1 minute. Cold damage now gives 2 stacks of Freezing instead of 1. As a reaction, you can choose to force one creature to automatically fail a saving throw to end a spell with duration cast within this aura.
- Rebirth. When you are reduced to 0 hit points for the first time with this transformation active as a result of taking damage, you instead drop to 1 hit point, and the transformation immediately ends. Creatures within the emanation from the Rimebloom Magic class feature must make a Dexterity saving throw against your Druid spell save DC, taking 8d8 cold damage on a failure or half as much on a success.
Once either of these features is used, they cannot be used again after a long rest or with the expenditure of a 4th‑level spell or higher.
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