Base Class: Druid
Harness Opposing Elements
Druids of the Circle of Frostfire conjure freezing flames and burning ice. Embodying the temperature extremes of nature, they strive to reconcile the two opposing elements, and in so doing, combine their unique strengths.
Level 3: Circle of Frostfire Spells
When you reach a Druid level specified in the Circle of Frostfire Spells table, you thereafter always have the listed spells prepared.
In addition, when you cast a Druid spell that deals Cold or Fire damage, you can replace that damage type with the other listed type.
Circle of Frostfire Spells
| Druid Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Fire Bolt, Grease (As a Layer of Ice), Misty Step, Scorching Ray |
| 5 | Fireball, Sleet Storm |
| 7 | Fire Shield, Ice Storm |
| 9 | Cone of Cold, Flame Strike |
Level 3: Antipode Flare
As a Bonus Action, you can expend a use of your Wild Shape to embody nature's duality for 10 minutes or until you have the Incapacitated condition.
When you enter this state and as a Bonus Action on your subsequent turns while it lasts, each creature of your choice in a 10-foot Emanation originating from you must make a Dexterity saving throw against your spell save DC. On a failed save, a target takes 1d8 Cold or Fire damage (your choice).
The damage increases by 1d8 when you reach Druid levels 5 (2d8), 11 (3d8), and 17 (4d8).
Level 6: Cycle of Ice and Fire
Whenever you deal Cold or Fire damage to a creature with a spell attack roll or a failed saving throw, you can cause one of the following effects. You can apply each effect no more than once per turn:
Burn. The creature starts burning. If it starts burning with a reduced Speed, it takes Fire damage equal to your Wisdom modifier.
Freeze. The creature's Speed is reduced by 5 feet until the end of your next turn. If you target a burning creature, you can extinguish it to coat the creature in ice for 1 minute, or until it starts burning or a creature within 5 feet of itself takes an action to remove the ice. For the duration, its Speed is reduced by an addtional 10 feet.
Level 10: Elemental Conflux
Whenever you use your Antipode Flare, you can enhance its effects in one of the following ways of your choice:
Explosive Assault. You can increase the size of the Emanation to 15 feet, and when a creature succeeds on its saving throw, it still takes half the damage.
Frigid Bulwark. You choose one creature in the effect to gain Temporary Hit Points equal to the effect's damage, and you can extinguish the creature if it is burning.
Level 14: Storm of Sleet, Storm of Heat
You can cast Sleet Storm once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.
Whenever you cast Sleet Storm, it doesn’t require Concentration. Instead, the spell ends early if you cast it again. Each time a creature makes a saving throw against this spell, you can cause it to take 1d6 Cold damage and 1d6 Fire damage on a failed save, or half as much damage on a successful one.
In addition, if you cast Sleet Storm using a level 4+ spell slot, you can increase the Cold and Fire damage it deals by 1d6 for each spell slot level above 3.
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