Druid
Base Class: Druid

When many think of the word 'druid', they imagine lush forests and beautiful savannas teeming with life. However, even in the harshest of places, nature finds a way to survive. None illustrate this better than frost druids. Hardy and tough as the small plants and powerful animals that inhabit the icy tundra, frost druids draw power from the sheer will to live and the ability to endure in any conditions. Rather than fighting against storms and ice, they adapt to and harness them, making them formidable opponents.

Winter's Touch

As a bonus action, you touch a willing creature and imbue their weapon strikes with magical energy. For the duration, once per round when they hit with a weapon attack or unarmed strike, the strike deals an extra 1d6 cold damage, and that attack counts as magical for the purpose of overcoming nonmagical resistances.. This damage die increases to 1d8 at 5th level, 1d10 at 10th, and 1d12 at 15th. You may use this ability a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Rugged Tenacity

When you choose this subclass at 2nd level, you gain resistance to any damage from nonmagical environmental effects. You also gain proficiency in the Survival skill. In addition, your speed is unaffected by nonmagical difficult terrain.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

Once you gain access to a circle spell, 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.

Druid Level Spells

3rd

ice knife, armor of agathys

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

Frigid Aura

Starting at 6th level, when you hit a creature with an attack of opportunity, you may force them to make a Constitution save against your spellcasting save target or take 1d4 cold damage and have their movement halved until the end of their next turn. You may use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain any expended uses after finishing a long rest.

Forbidding Blizzard

When you reach 10th level, storms swirl around you as you use your abilities. While in Wild Shape, you are surrounded by a 10ft radius blizzard. While in it, hostile creatures have disadvantage on Wisdom (Perception) checks and Dexterity saves.

Bitter Chill

When you reach 14th level, the ice that you channel has become so frigid that even creatures who would normally be unaffected feel its effects. When any of your attacks deal cold damage, or when your Winter's Touch effect deals damage, you may ignore any resistances against the damage and treat any immunities as resistances.

Comments

Posts Quoted:
Reply
Clear All Quotes