Base Class: Druid
Druids within the Circle of Frostfall believe that the world's beauty should be preserved like a quaint ice sculpture that can admired for its beauty, eternally, but understand that this without caution or a some form of nurturing could mean annihilating all life, so many of these druids try to strike a balance or prepare life to adapt and survive the cold. To better harness and survive the artic climates they bond with a primal spirit that harbors both preserving and defensive powers, often being able to used with the aid of their mortal druid partner's less rigid thinking and creativity, allowing for beautiful yet powerful displays of the powers of elemental cold.
Circle Spells
2nd-level Circle of Frostfall feature
You have formed a bond with a Frostfall spirit, a primal being of preservation and defense. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Frostfall 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.
Circle of Frostfall Spells
| Druid Level | Spells |
|---|---|
| 2nd | frost fingers, armor of agathys |
| 3rd | snilloc's snowball swarm, gentle repose |
| 5th | spirit shroud, revivify |
| 7th | resilient sphere, fire shield |
| 9th | cone of cold, danse macabre |
Summon Frostfall Spirit
2nd-level Circle of Frostfall feature
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Frostfall spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Frostfall Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in ice, while others look like beasts coated in frost.
Frostfall Spirit
Small elemental
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities cold
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Frosty Flurry. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage and 1d6 piercing damage.
Flurry Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
6th-level Circle of frostfall feature
The bond with your frostfall spirit enhances your elemental and restorative spells. Whenever you cast a spell that deals cold damage or restores hit points while your frostfall spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your frostfall spirit.
Polar Veil
10th-level Circle of frostfall feature
You gain the ability to turn death into a magical chilling that can heal or encase. When a Small or larger creature dies within 30 feet of you or your frostfall spirit, a harmless spectral polar light springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to disperse the spectral polar light there and either heal the creature or deal cold damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cold Walker
14th-level Circle of Frostfall feature
The bond with your Frostfall spirit can preserve you from before you succumb death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, but not killed out right, you can cause the spirit to drop to 0 hit points, bonding with your body instead of manifesting. You then gain temporary hit points equal to half your hit points and immediately rise to your feet. While under this effect your AC becomes 18 unless it is otherwise higher, and you are immune to cold damage and resistant to all damage except fire damage. If your temporary hit points are reduced to 0 you fall unconscious and are dying, you automatically fail 1 death saving throw.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/14/2020 6:42:47 AM
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20
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6
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1
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3/28/2023 7:29:42 PM
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361
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97
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Posted Nov 3, 2023Yes but the Frostfall Spirit itself, which is what is being merged with, doesn't have resistance to all types of damage of damage. It also doesn't have a AC of 18 but I think armor class for a specific subclass base summoning should scale up, so ignore that fact. So the Frostfall Spirit grants resistances that itself does not have.
In any case. Thanks for replying. ^ ^
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Posted Nov 1, 2023also the trade off is that last stand hp is still temp hp, thus no healing while it is active
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Posted Nov 1, 2023the idea is you are merging with the spirit to form a sort of living ice armored form, with the spirit working overtime to protect you and your body and preventing you from dying. the idea that you and this spirit have been bound together long enough to were it is almost impossible for one to even consider living without the other in some capacity.
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Posted Oct 31, 2023I like it. My only critique is questioning why it is that while in Cold Walker form you gain resistance to every type of damage. I usually don't like immunity but I feel like it works here, being a high level, though it is overpowered (in my opinion) when in combination of the extra AC and resistances.