Base Class: Druid
From high atop the tallest peaks and glaciers they call home, the elusive druids of the Circle of the Aurora illuminate the Polar night sky with dazzling colors to guide and protect all who find themselves traveling the snow-covered wastelands of the Tundra. From their high vantage points, these druids are able to see potential threats from hundreds of miles away and use the Aurora to warn distant travelers and villages of danger, as well as deter attackers with flashing lights and snow storms. When confronted directly, the Circle of the Aurora will not hesitate to vaporize assailants with bursts of the spectacular, multicolored plasma rarely seen outside of the planet's stratosphere.
The druids of the Circle of the Aurora are seldom seen by the neighboring villages under their protection. However, on rare occasions, they have been known to serve as highly respected expedition leaders, weather advisors, and private tutors to students of astronomy, ecology, and the arts.
Circle of the Aurora Spells
3rd-level Circle of the Aurora feature
When you join this circle at 3rd level, you form a bond with the Aurora. Your link with this awe-inspiring phenomenon grants you access to additional spells when you reach certain levels in this class, as shown on the Circle of the Aurora Spells table. Additionally, the multicolored plasma of the Aurora manifests in the magic you cast, allowing you to change the Fire damage you deal with your Druid spells and cantrips into Radiant damage.
Circle of the Aurora Spells
| Druid Level | Spells |
|---|---|
| 3rd | burning hands, color spray, fire bolt |
| 5th | fireball, hypnotic pattern |
| 7th | wall of fire, fire shield |
| 9th | flame strike, teleportation circle |
Summon Aurora
3rd-level Circle of the Aurora feature
As a bonus action, you can summon a localized Aurora centered on a point of terrain you can see. The Aurora shines multicolored Dim Light in a 10-foot-radius, 100-foot high cylinder and lasts for 1 minute. At the time of casting, you may choose to expend a use of your [Tooltip Not Found] feature to increase the Aurora's radius up to a total number of feet equal to 5 times your Druid level. While the Aurora is active, you may use your bonus action on subsequent turns to move it up to 20 feet.
When the Aurora appears, each creature in it must make a Wisdom saving throw. On a failed save, the creature becomes Frostlit until the end of their next turn. Frostlit creatures exude a faint, iridescent glow and cannot benefit from being invisible. A creature also makes this save when the Aurora moves into its space and when it enters the Aurora's area or ends its turn there. A creature makes this save only once per turn.
Creatures of your choice in the Aurora are immune to the effects of Frostlit, instead becoming Winter Blessed until the end of their next turn. Winter Blessed creatures gain advantage on Constitution saving throws made to maintain Concentration.
Summon Aurora ends early if you dismiss it (no action required), summon it again, or have the Incapacitated condition.
In addition, you learn the sacred flame cantrip. For you, this spell has unlimited range when targeting Frostlit creatures.
Boon of Boreal
6th-level Circle of the Aurora feature
Your strengthened connection to the Aurora allows it to flow through creatures more easily, both inspiring your allies and dazzling your enemies. You are considered permanently Winter Blessed and enemies no longer require a Wisdom saving throw to become Frostlit by the Aurora.
When you cast a spell that deals Cold or Radiant damage, add your Wisdom modifier (minimum of 1) to one damage roll of that spell. Creatures damaged by this feat become Frostlit until the end of their next turn.
Frostlit creatures subtract 1d4 from all saving throws and attack rolls made against Winter Blessed creatures. Winter Blessed creatures add 1d4 to all saving throws and attack rolls made against Frostlit creatures.
Polar Passage
10th-level Circle of the Aurora feature
Your strengthened connection to the Polar Night grants you Resistance to Cold damage and the ability to invoke the night sky of your homeland to guide and protect your party on your journeys.
As an action, you can emanate a 30-foot radius Sphere of Silent Night. The sphere is centered on you, moves with you, and lasts until you choose to end it or die. The sphere is filled with Dim Light, hedges out all non-magical environmental effects*, and freezes over the surface of liquids to allow passage across bodies of water (follows water walk rules). This feat requires Concentration to be used in combat.
Creatures within the sphere witness the skies shift to the peaceful night of the Tundra; their breath becomes foggy, their steps crunch with frost, and the brilliance of the Aurora illuminates their path forward, granting them advantage on Survival checks.
*Effects nullified are up to the DM's discretion, but may include: smoke, fire, mud, snow, sunlight, moonlight, precipitation, extreme temperatures, lack of oxygen, etc.
Australis Amplification
The Aurora expands to a radius of 30 feet, a height of 1000 feet, and lasts for 10 minutes. You may also choose to expend one or more uses of your [Tooltip Not Found] feature to increase the Aurora's radius up to a number of miles equal to the number of charges expended.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/15/2026 11:44:21 PM
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6
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0
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1.5
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Coming Soon
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Posted Jan 16, 2026To Do: fix the Wild Shape link (probably just remove it); try not to crash out about how the other 2 feats that replace the base 'Summon Aurora feat' keep disappearing; figure out how to integrate the Frostlit and Winter Blessed status effects as some kind of feat?
Anyways, hmu with any feedback or recommendations :)