Base Class: Druid
You have developed an affinity for the elements, in particular those associated with winter. You have also developed a closer relationship with the elemental creatures of the world.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional cantrip of your choice from any spell list that does cold damage. This cantrip is a druid cantrip for you.
Winter's Blessing
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the elements. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your affinity to winter 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 forces of winter.
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.
Winter
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
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|
9th |
Winter's Resilience
Starting at 6th level, moving through icy or snowy terrain costs you no extra movement. You also gain resistance to cold damage.
Winter's Ward
When you reach 10th level, you can’t be restrained or frightened by elementals, and you are immune to cold and disease.
Winter’s Sanctuary
When you reach 14th level, elemental creatures sense your connection to the elements and become hesitant to attack you. When an elemental creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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