Base Class: Druid
Druids of the Circle of Rime see winter as nature’s way of clearing away the weak and making space for new, stronger life to emerge in its wake. They harness the power of ice and snow to protect and renew, ensuring that the natural balance remains intact through the harshest trials of nature.
Circle of Rime Spells
2nd-level Circle of Rime feature
When you reach a Druid level specified in the Circle of Rime Spells table, you thereafter always have the listed spells prepared.
Circle of Rime Spells
| Druid Level | Spells |
|---|---|
| 3rd | create or destroy water, hold person, misty step, ray of frost, sanctuary |
| 5th | sleet storm, slow |
| 7th | control water, death ward |
| 9th | cone of cold, greater restoration |
Chilling Wreath
3rd-level Circle of Rime feature
A faint frost constantly surrounds you that is harmless until you unleash it on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 cold damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The cold damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Herald of Frost
3rd-level Circle of Rime feature
You gain the ability to channel magic into the frost that surrounds you. As an action, you can expend a use of your Wild Shape feature to call upon icy magic, rather than transforming into a beast. When you do, you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you deal your Chilling Wreath damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 cold damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Winter's Resolve
6th-level Circle of Rime feature
You gain the ability to preserve a creature as it dies with your icy magic, extending its final moments. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with half its maximum hit points. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 minute, after which time it collapses and dies.
In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Snowfall
10th-level Circle of Rime feature
You gain the ability to fill an area with a violent blizzard. As a bonus action while your Herald of Frost feature is active, you can hurl frost up to 30 feet away, where snow begins to swirl in a 10-foot cube for 1 minute. The snow disappears early if you use this feature again, if you dismiss it as a bonus action, or if your Herald of Frost feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Chilling Wreath damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
Frozen Vessel
14th-level Circle of Rime feature
At 14th level, your icy magic has permeated your entire body, protecting you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.
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