Base Class: Druid
Within the frozen tundras and icy wastes, lies the oldest order of all druid circles. Those who harness the powers of snow and ice to guard the first tree to grow in all of the planes. The first tree to bear fruit, the first to bring new life and house lesser creatures within its bark, and the first to wither as the climate grew colder and colder around it. The Circle of the Frozen Oak vows to protect this ancient tree and all of the animals that make their homes in inhospitable environments, as unmoving and unbending as a mountain or glacier.
Blessings of the Frozen Oak
When you choose this circle at 2nd level, the ice and snow you draw your power from infuse your body with icy magic. You gain access to the Frostbite and Ray of Frost cantrips, and they do not count against your number of spells known. You also do not suffer the effects of extreme cold.
Frozen Forms
Starting at 2nd level, the snowflakes that dance within you can empower your animal forms. When you use your Wild Shape, you have resistance to cold damage and advantage on Constitution saving throws.
Snowy Spells
Your mystical connection to the snow and ice 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 snowy tundras of the world.
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 |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Aura of Rime
Starting at 6th level, the air around you can coat your foes with slowing frost and guard your allies with shielding ice. You and allies within 10 feet of you gain a +1 to their AC. When an enemy enters this aura for the first time or starts their turn there, they must make a Constitution saving throw against your spell save DC or have their movement speed halved until the end of their next turn. This aura does not function while you are Unconscious.
Snow Golem
Starting at 10th level, the frost that surrounds you begins to alter your flesh, turning you into a golem of snow and ice. You now have permanent resistance to cold damage, and immunity while in Wild Shape. Your Wild Shape also grants you resistance to fire damage.
Additionally, you have advantage on saving throws against being knocked Prone, and you automatically succeed on saving throws or ability checks caused by slippery surfaces, such as ice or the Grease spell.
Almighty Avalanche
Finally at 14th level, you can call forth tremendous blasts of snow and ice, crushing your foes and trapping them in frozen tombs. As an action on your turn, you can conjure a mighty avalanche that crashes down on a point within 30 feet of you. The area can be up to 60 feet long, up to 30 feet wide, and up to 20 feet tall. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d10 magical bludgeoning damage and 4d10 cold damage, being knocked Prone and Restrained. On a successful save, a creature takes half as much damage and isn’t knocked Prone or Restrained. A creature Restrained by the avalanche can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Once you use this ability, you cannot do so again until you complete a long rest.
In addition, you are now resistant to bludgeoning, piercing and slashing damage, and you don't need to eat, drink or breathe.
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