Druid
Base Class: Druid

Circle of Death, these druids are rare and frightening as they specialize in cold magic. Death to them isn't rot, Death to them is the Cold, a symbol of winter.

Adaptive Death

Starting at 2nd level, you might find other spells of death during your adventures. You could discover a spell recorded on a scroll in an chest for example, or in a dusty tome in an ancient library.

When you find a spell that deals fire or necrotic damage, you can add it to your known spells if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp, Cantrips take and cost half as much. The cost represents material components you expend as you experiment with the spell to master it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Absolute Zero

Starting at 2nd level, when casting a spell (or using a feature), instead of dealing fire or necrotic damage, you instead deal cold damage. If you have the option to choose cold damage on a spell, you are forced to choose cold damage. You cannot not set things on fire this way, but all other non-damaging effects apply as normal. When casting a spell that deals cold damage naturally, ignore resistances to cold damage.

Flash Freeze

Starting at 3rd level, when a creature within your movement range moves away from you, you may use a reaction on the creature, forcing it to make a STR Save against your Spell DC. On a fail the creature loses it's movement speed for the rest of its turn and you regain your reaction.

Uncontrollable Shivering

Starting at 6th level, when you see a creature attack another creature, you may use a reaction on the attacker or defender. When choosing the attacker, they gain disadvantage on the attack roll but when choosing the defender, the attacker gains advantage on the attack roll. If the attack rolled a natural 1 on disadvantage because of you, regain your reaction but If the attacker rolled a natural 20 on advantage because of you, regain your reaction.

Breaking The Ice

Starting at 10th level, when you deal cold damage, you can use a reaction to make the spell also explode ice to the target and all creatures within 5ft, add 1/4th of the spell damage rolled and your WIS Modifier as additional cold damage to all creatures within the area. If this helps kill a creature, you regain your reaction. If you damage an ally with this feature, you do not regain your reaction (If you are of an evil alignment then this doesn't effect you.)

Vestige of The Beginning

Starting at 14th level, Because of your proficiency and close nature with the cold, your body begins to look like you've been frostbitten almost everywhere, skin going pale-ish blue, black finger tips, or other cosmetics of the cold and frost of your choice. Regardless, gain the fallowing benefits.
*Gain Immunity to Cold damage
*All unnatural cold damage from Absolute Zero, ignores resistances to cold damage
*Natural Cold Damage from you can ignore immunities to Cold Damage
*Creatures you kill with Cold Damage have their body automatically petrified in ice

Comments

Posts Quoted:
Reply
Clear All Quotes