Base Class: Druid
The Circle of Winter is commonly chosen by Druids who hear of the horrible things happening in the snowfields and cold areas, or see them for themselves. The Circle of Winter is a Druid Circle where you draw your power from the cold grounds, slowly ascending to the highest mountains and the strongest energies from the god Auril. Few of the many Circle of Winter Druids have ascended to the highest mountain and winter goddess' power, as others can't handle the constant power and disappear or die as a result. You accumulate cold energy within you as you level up, and you are one of the few people able to handle the Ice Gods' energies, which constantly flow through you.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional cantrip of your choice that does cold damage or fire damage. Wisdom is your spellcasting ability for this.
Winter Spirit
Starting at 2nd level, as a Bonus Action, you can turn into an inner Winter Spirit for an hour(or until you fall unconscious, HP drops to 0, you die, your concentration is broken, or you stop this form yourself). Any damage you do against a creature is automatically converted into cold damage which can't be overridden by other spell elements. You gain advantage on Dexterity and Stealth checks while in this form, but disadvantage on Charisma checks in this form. You also have an armor class of 15 in this form, as your armor benefits do not apply until you exit this form. You have access to this ability at all times.
Your Winter Spirit is like a shadow of yourself, but transparent except for its icy blue outline. It has no visible shape, but it is based off your character's own body.
Circle Spells
The cold energies within you have begun to accumulate inside your body. You now draw your powers from Auril's weakest part of her power, and someone touching your skin will grow very cold the longer they touch it. You also gain spells minimum 3rd level relating to cold that are not of the Druid spell list. They are the following:
3 ~ Glyph of Warding
4 ~ Fire Shield, Ice Storm
5 ~ Cone of Cold
6 ~ Freezing Sphere, Wall of Ice
7 ~ Prismatic Spray
9 ~ Prismatic Wall
Winter's Resistance
Starting at 6th level, you gain a feat of your choice. You also gain resistance to cold, and your energies become stronger(Now drawing power from Auril's mid power point).
Winter's Warding
Starting at 10th level, you can't be exhausted, frightened, incapacitated, paralyzed, restrained or stunned by elementals, and you are now immune to cold and disease, and resistant to fire.
Winter's Protection
Your body is overflowing with extremely cold energy, and you will forever draw your power from Auril's strongest power point and highest peaks. Starting at 14th level, cold and fire elements sense your connection to them, and become hesitant to attack you. They must succeed on a DC17 Wisdom Saving Throw or take 16d12 cold or fire damage, DM's choice. You also get elements as a favored enemy.
Previous Versions
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